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THE MAGAZINE FOR ATARI® COMPUTER 0\A/NE 


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Education 

and the Atari 






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Opening P/E 
Current Price 



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Advanced spreadsheet 

SynCalc" 



Database management 

Synrile+™ 



Grapliing and statistics 

SynTrend™ 



Now your Atari computer 



gets down to 
business. 



If you're a serious home 
manager, a student, or run a 
small business at liome, now 
you can get sophisticated, inte- 
grated software for your ATARI 
computer with the same fea- 
tures as the more expensive 
IBM and Apple packages. 

SynCalc 

makes a spreadsheet 

more manageable. 

First, there's SynCalc, the most 
advanced spreadsheet pro- 
gram ever created for ATARI 
Home Computers. Not only 
does SynCalc help you get all 
your numbers down easily it 
also comes with a sorting fea- 
ture, and the ability to label 
and name your formulas like 
"beginning inventory -I- goods 
purchased -goods sold = in- 
ventory on hand," as well as 
standard entries. And SynCalc 
also comes with "expert" com- c 
mands, to use once you've be- 
come more familiar with its 
procedures. Plus many other 



features found in the more ex- 
pensive programs. 

SynFUe-t- keeps Information 
more organized. 

SynFile-i- can function as 
your database, your filing sys- 
tem, With SynPile-i-, you can 
reorganize and sort parts or 
whole files instantly Not only 
can you enter text, you can cal- 
culate and update data as 
well. And files from both Syn- 
Calc and SynFile+ can also be 
used by the ATARI word proc- 
essor, AtariWriter™ for uses such 
as mail merge. 

SynTrend gives you 

a more graphic way 

tolooxaidata. 

Next, there's SynTrend, which 
can be the graphing and statis- 
tical arm of your operation. 
SynTrend allows you to vis- 
ualize your data from SynCalc 
or SynFile+ with either bar 
graphs, pie charts, line graphs 
or scatter plots. To do statistical 
analysis, you can quickly calcu- 



CIRCLE #101 ON READER SERVICE CARD 



late means and variances, 
standard deviations, or even 
linear and multiple regres- 
sions. It's pretty easy to under- 
stand, eh? And also pretty easy 
to operate because all three 
programs come replete with 
easy-to-understand "pop-up" 
menus, to take you through 
their paces step by step. And 
remember, all three programs 
can share data, which helps you 
get the job done even faster 

So get down to business with 
SynCalc, SynFile-i-, SynTrend, 
developed exclusively for 
ATARI by Synapse. And see for 
yourself why the cost of taking 
care of business doesn't have to 
put you out of it. 

SynCalc, SynFile+, SynTrend are trademarks o( 
Synapse Soltware Synapse is a registered trademark of 
Synapse Software Corporalion. IBtvl and Apple are re- 
spective trademarks of International Business Ivlachines 
Corp., and Apple Computer 



A 



DISCOVER 

WHAT YOU AND 

ATARI' 

CAN DO. 

C 1984 Alan Inc All Rights Reserved ©A Warner Communications Company 



SEPTEMBER 1984 



THE MAGAZINE FOR ATARI COMPUTER OWNERS 




COMPUTING 



FEATURES 

Spelling.SAM Ed Rybczyk 13 

Balldrop Bill Boegelein 18 

Spanish Study Guide Larry Nocella 21 

Math Attack Manny Miller 23 

Micro-Puzzler Larry G. Hearin 34 

Air Attack Scott Sheck 39 

The New Atari (CES Report) Arthur Leyenberger 47 

Word Scramble Steven T. Murphy 52 

Create-A-Font Datamaker E.K. Garringer 57 

Typing Evaluator William Abell, Jr. 60 

Money Hungry Donald R Murphy 63 

Sound FX John Carmody 72 

Son of Solid States Tom Hudson 79 

Mathman Francisco R. Moncada 85 

The Reading Program Ed Rybczyk 91 

REVIEWS 

The New Letter Perfect 

(LJK, Inc.) Arthur Leyenberger 10 

Printer Interfaces Charles Bachand 31 

Gyruss (Parker Bros.) Tom Hudson 89 

COLUMNS 

In This Issue Jon A. Bell 4 

Reader Comment 5 

Griffin's Lair Braden Griffin, M.D. 7 

D:CHECK/C:CHECK 43 

Boot Camp Tom Hudson 74 

Index to Advertisers 96 








ANALOU (JUMPU IINU (ISSN 0744-9917) U published monthly for $28 per year by ANALOG Magaiine Corp., 565 Main StT«t. Cherry Valley, MA 01611. Second-class postage paid at Worcester, MA and additional mailing officea. 



OUR STORIES 
UCK IMAGINATION. 



Because Infocom's inter- 
active fiction is designed 
,^^4^ to run on your imagination . 
^ That's precisely why 

there's nothing more interesting, 
challenging or interactive than an 
Infocom disk— but only after you've 
put it in your 
computer. 

Once it's in, 
you experience 
something akin to waking up inside a 
novel. You find yourself at the center 
of an exciting plot that continually 
challenges you with surprising twists, 
unique char- 
acters (many 
of whom pos- 
sess extraor- 




ifttaTOniixvwAfftM; 





dinarily developed personalities) and 
original, logical, often hilarious puz- 
zles. Communication is car- 
ried on in the same way as it 
is in a novel— in prose. And 
interaction is easy— you type 
in full English sentences. 

But there is this key difference 
between our tales and conventional 
novels: Infocom's 
interactive fiction is l^lpt: 
active, never pas- 
sive. The course of • 
events is shaped by what you choose 
to do. And you enjoy enormous free- 
dom in your choice of actions 
—you have hundreds, even 
thousands of alternatives at 
every step. In fact, an Infocom 

CIRCLE #102 ON READER SERVICE CARD 



□ 





interactive story is roughly 
the length of a short novel in 
content, but because you're 
actively engaged in the plot, 
your adventure can last for weeks 
and months. 

Find out what it's like to 
get inside a story. Get one 
from Infocom. Because with i«^B»- ^ 
Infocom's interactive fiction, » 1-— 
there's room for you on every disk. 

inpocoiK 

For your: Apple II, Macintosh, Atari. Commodore 64, CP/M 8',' 
DECmate, DKC Rainbow, DEC RT-U. HP 150 & 110, IBM PC 
& PCjr; KAYPRO II, MS-DOS 2.Q* NKC APC, NEC PC-8000. 
Osborne. Tl Professional, TI 99/4A. Tandy 2000. TRS-80 Color 
Computer. TRS-80 Models I & III. 

"Use the IBM PC version for your Compaq and the MS-DOS 2.0 
version for your Wang, Mindset. Data General System 10. GRtI) 
and many others. 



ANALOG STAFF 

Editors/Publishers 

MICHAEL DESCHENES 
LEE H. PAPPAS 

Managing Editor 

JON A. BELL 

Production Editor 

DIANE L. GAW 

Contributing Editors 

BRADEN GRIFFIN, M.D. 
TONY MESSINA 

East Coast Editor 

ARTHUR LEYENBERGER 



For subscription information 

and service 

call toll-free: 

1'800'345'8112 

in Pennsylvania call 
1-800-662-2444 



West Coast Editor 

JIM DUNION 

Contributing Artist 

DAVID NOZZOLILLO 

Technical Division 

CHARLES BACHAND 
TOM HUDSON 
KYLE PEACOCK 

Advertising Manager 

MICHAEL DESCHENES 

Distribution 

PATRICK J. KELLEY 

Production/Distribution 

LORELL PRESS, INC. 

Contributors 

WILLIAM ABELL, JR. 
BILL BOEGELEIN 
JOHN CARMODY 
E.K. GARRINGER 
LARRY G. HEARIN 
LARRY NOCELLA 
MANNY MILLER 
FRANCISCO R. MONCADA 
DONALD R MURPHY 
STEVEN T MURPHY 
ED RYBCZYK 
SCOTT SHECK 



ANALOG Magazine 
Corp. is in no way 
affiliated with Atari. 
Atari is a trademark of 
Atari, Inc. 



ADVERTISING SALES 



JE Publishers Representative 
6855 Santa Monica Blvd., Suite 200 
Los Angeles, CA 90038 

Los Angeles — (213)467-2266 

San Francisco — (415)864-3252 

Chicago — (312)445-2489 

Denver — (303)595-4331 



ANALOG Computing 

Home Office 
Miclinei DesChenes 
Nati[)n■^l Adverti.sing 
(617)892-9230 



Gerald F. Sweeney & Associates 

P.O. Box 662 

New York, NY 10113 

(212)242-3540 



Address all advertising tnatcrials to: 

Micliael DesChenes — Advertising Production 

ANALOG ComputinE 

565 Main Street. Cherry Valley, MA 01611 



ANALOG COMPUTING (ISSN 0744-9917) is published monthly for $28 per year 
by ANALOG Magazine Corp., 565 Main Street, Cherry Valley, MA01611, Tel. (617) 
892-3488. Second-class postage paid at Worcester, MA and additional mailing offices. 
POSTMASTER: Send address changes to ANALOG COMPUTING, P. O. Box 615, 
Holmes, PA 19043. No portion of this magazine may be reproduced in any form 
without written permission of the publisher. Program listings should be provided in 
printed form. Articles should be furnished as typed copy in upper and lower case with 
double spacing. By submitting articles to ANALOG COMPUTING, authors 
acknowledge that such materials, upon acceptance for publication, become the exclu- 
sive property of ANALOG. If not accepted for publication, the articles and/or 
programs will remain the property of the author. If submissions are to be returned, 
please supply self-addressed, stamped envelope. U.S.A. Newstand distribution by 
Eastern News Distributors, Inc., Ill Eighth Ave., New York, NY 10011. 
Contents copyright ® 1984 ANALOG Magazine Corp. 



PAGE 4 



ANALOG COMPUTING 



ISSUE 22 





by Jon A. Bell 



It's been three issues since we've printed commen- 
tary on what's graced our pages, and, since our read- 
ers have been clamoring for information on the 
changes that have taken place in ANALOG, we 
thought that we should address the queries. 

What happened to Sally Forth? 

Sally Forth has taken an extended vacation, rest- 
ing her keyboard-weary fingers from the rigors of 
opening mail and punching Forth code into her com- 
puter. However, we do intend to resume our Forth 
coverage very soon, so expect to see Sally — or one 
of her relatives — return to our pages. Like Mr. Spock, 
you just can't keep a good Forth programmer down . . . 

Has Tom Hudson's BASIC Training been dropped? 
I noticed that it wasn't in the last issue. 

Never fear. BASIC Training will resume next issue. 
In issue 20, we wanted to fit in as many printer util- 
ities as possible, so Tom decided to work on his third 
solid states article and hold BASIC Training until 
later. Son of Solid States appears on page 79 of this 
issue, in lieu of BASIC Training. 

What happened to Our Game? 

Our Game will not be returning to ANALOG, due 
to Joel Gluck's intensive work and school schedule. 
What we intend to do is use Tom Hudson's BASIC 
Training as the new springboard from which to de- 
velop a BASIC game. However, Joel is not permanent- 
ly leaving our pages. He is working on a number of 
new programs (some in Action!), which we hope to 
publish in the not-too-distant future. 

And now, center stage. . . 

The topic of this issue is education and the Atari 
. . .and, to illustrate this, we're featuring a wealth of 
educational games and tutorial programs. In our edu- 
cational review column, Griffin's Lair, Braden Griffin 
takes a look at Atari Speed Reading. 

Kicking off this issue's educational programs is Ed 
Rybczyk's Spelling.SAM, a program that teaches spell- 
ing fundamentals by actually sounding out the word 
being spelled. This program is to be used with Don't 
Ask Software's Software Automatic Mouth (SAM) 
voice synthesizer. Another program by Ed Rybczyk, 
The Reading Program, appears on page 91. 

Haven't brushed up on your foreign language study 
since your high school days? Then take a look at Larry 



Nocella's Spanish Study Guide on page 21. Si usted 
no comprende esta frase, debe commencer con esta 
programma. . . rapidamente. 

Math Attack, by Manny Miller, shows that teaching 
math facts and having fun needn't be mutually exclu- 
sive. This fast-action game is for either one or two 
players. Micro-Puzzler, by Larry G. Hearin, enables 
you to take a Datasoft Micro-Painter screen and turn 
it into a computerized jigsaw puzzle. 

Like to solve your daily newspaper's "jumbled word" 
puzzles? Then Steven T Murphy's Word Scramble may 
be for you. Featuring three different levels of difficul- 
ty and a vocabulary of three hundred words, it should 
keep you and your friends amused for hours. 

If your typing is in need of some improvement, try 
William Abell, Jr.'s Typing Evaiuator, on page 60. It 
does the job of some commercially-available typing 
trainer programs for the cost of entering in less than 
one magazine page of code. 

In Boot Camp this issue, Tom Hudson covers the 
remainder of the 6502 operation codes. Next issue. 
Boot Camp will begin exploring the world of useful 
6502 programming. Tom also presents the third part 
in his series of three-dimensional object representa- 
tion in Son of Solid States, page 79. 

Should you desire to teach math to the younger 
set, check out Francisco R. Moncada's Mathman on 
page 85. Like Math Attack, it teaches addition, sub- 
traction and multiplication, and the program itself 
is shorter, to boot (pun intended). 

And finally, arcade game fans need not unsheathe 
their hari-kari swords, for we have Scott Sheck's Air 
Attack for BASIC fans and Donald Murphy's game 
Money Hungry for all you assembly freaks. 

Time's a-wasting. Plug in that BASIC cartridge and 
start typing. D 



Bacterion! Update. 

Some of our readers have reported difficulty 
running Bacterion! (ANALOG issue 20) on 
their 600 and 800XL computers. Game authors 
Kyle Peacock and Tom Hudson are working on 
a fix for this problem, which we will present 
in a future issue. 



ANALOG COMPUTING 




Sound advice. 

Since you only deal with Atari 
computers, maybe you could help 
me out with a little problem. 

I also subscribe to another elec- 
tronic magazine, which recently 
showed consumers how to hook 
their Commodore VIC-20 up to 
their stereo system. 

Could you, in a future issue, 
show us how to hook up our stereo 
systems to an Atari? 

Thank you very much. 

Bill Fasser 

El Paso, TX 

If your Atari computer is an 800, 
800XL or a 1200XL, then it is very 
easy to add sound that can be heard 
through your stereo to the system. 

What you need is a S-pin DIN con- 
nector (which may be purchased from 
any Radio Shack store) that plugs in- 
to the side or back of your computer 
A shielded audio cable with an RCA- 
type phono connector on one end 
should be wired to the DIN connec- 
tor by soldering the shield to pin 2 
and the center conductor to pin 3. 
Then just plug everything together 
and enjoy. 

Unfortunately, if you have a 400 
or 600XL, this cannot be done. It 
would mean adding extra wiring and 
components to your computer — and 
voiding the warranty. While this might 
not bother some, we feel that giving 
out such information (which we don't 
have on hand, anyway!) would lead 
to the possible destruction of several 
home computers by those not familiar 
with electronics. 

-CB 



Boot cramp. 

I have found a solution for all 
of those Atari owners who have 
a 600XL or 800XL and are strug- 
gling to load boot cassettes. 



For XL owners who aren't used 
to holding down the OPTION key 
during power-up, BASIC will re- 
turn at the end of the load. With 
your disk drive turned off, type 
DOS, and your program should 
come to life. This simple solution 
will prevent you from having to 
re-load the entire program all over 
again. Just make sure that your 
disk drive is off. 

When you type DOS, the com- 
puter gives control to the disk 
operating system. If DOS does not 
exist in memory, then it gives con- 
trol to the program that was just 
loaded in. I have had much suc- 
cess using this procedure; hope 
others do, too. 

Mark Larson 

Bakersfield, CA 

If, after loading the boot tape, 
your computer has a black screen 
instead of the READY prompt, press 
RESET. The READY prompt will 
appear, and you can continue with 
the DOS operation. 

-TH 



400 Memory 
expansion. 

1 am new to computing and I'm 
interested in increasing the mem- 
ory of my Atari 400. 

I am also a recent subscriber 
and would like to know if there 
have been previous articles regard- 
ing memory expansion. If there 
are no such articles, would it be 
possible to run one in the future 
regarding the actual installment of 
the memory boards and use of the 
computer with these installed? Any 
information would be greatly ap- 
preciated. 

Sincerely, 

David Raudenbush 

Pine Grove, PA 



There are several companies that 
make expansion memory for the 400 
computer, in either 32K or 48K sizes. 
They, however, require that the pres- 
ent 1 6K memory board in the com- 
puter be replaced with the new board. 
32K boards required a simple board 
change, while 48Ks also need a small 
amount of soldering to be done. 

These boards are made by such 
companies as Mosaic, Axlon, Intec, 
etc., and their ads can usually be 
found in our magazine, in either this 
issue or back issues. 

As to an article possibly appearing 
in a future issue, 1 know that we are 
planning a 600XL memory expansion 
article, but — unfortunately — have 
no word for one on the model 400. 

-CB 



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BOX 6144 
ORANGE CA 92667 
(714) 639-8189 i 



CIRCLE #136 ON READER SERVICE CARD 



AT LAST! 

A nationwide public domain 
copy service ! Some of the best 
programs ever w/ritten for the 
Atari are in the Public Domain. 
But you would spend HOURS 
downloading by phone (if you 
have a modem), WEEKS waiting 
for a user-group Disit of the 
Month (if you are a club member), 
or a month between issues of your 
favorite Atari magazines, and still 
not find the quality, quantity, or 
selection that LotsaBytes 
provides on each disk. 

Our Master Library contains 
thousands of the latest and 
"classic" programs that we have 
gathered from user-group disl< 
libraries, the most popular 
Bulletin Board Systems, and the 
public domain pages of your 
favorite Atari magazines. Only the 
finest are selected and copied 
with as many as 25 different 
programs per disit, andthen made 
available to you at the 
unbelievable LOW PRICE OF 
JUST $7.95 each. 
*DISK #1 — 25 Game programs 
on two full disk sides. Selections 
include most of the latest and 
most desirable "arcade" quality 
games. $7.95 

•DISK #2 - 25 Utility programs. 
This useful assortment will help 
you to unleash the full power of 
your computer. S7.95 

•DISK #3 - 25 Advanced 
Musicsystem files on two lull disk 
sides. Complete with a public 
domain Player program. Now you 
can listen to your Atari playing 
many of your favorite "top 40" and 
classics. $7.95 

** FREE BONUS ** 

With your order lor any three (3) 
disks we will send you your 
choice of either; 

1. ATARI XL TRANSLATOR 
DISK that enables XL owners to 
use most 400/800 software - FREE 

or 

2. An all-different Advanced 
Musicsystem disk with the Player 
program - FREE ! 

LotsaBytes is pleased to also 
present a fine commercial 
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with Lee Actor, the author of the 
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All oictcif. are shipped by First Class US 
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only Calilornra residents add 6' '\t sales tax. 
CheclfS or Money Orders only Sorry, no 
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LotsaBytes 

15445 Ventura Blvd.. Suite 10H 
Sherman Oaks. CA 91413 

Alan IS Ihe regis lerecl Iriidemark o( Alan inc 



1 would like to thank Raymond 
Berube for his fair review of our 
MPP MicroRam 64K memory 
board for the Atari 600 XL, which 
appeared in issue 19 of ANALOG. 
The review contained several cri- 
ticisms of this product to which I 
would like to respond. 

Apparently Mr. Berube had one 
of the very early pre-production 
models of the memory board. The 
circuit board in these early units 
(there were less than 100 released, 
mostly as samples to distributors, 
dealers, etc.) did not have the card 
edge connector on the back side 
for continuation of the expansion 
bus. Further, until the circuit board 
could be modified for the case, 
these early units had to be glued 
together. Neither of these less- 
than -satisfactory features are to 
be found on the regular produc- 
tion units. 

Regarding price, the suggested 
retail price of this unit has been 
reduced to $119.95. 

Jon North, Sales Manager 

Microbits Peripheral Products 

Albany, OR 



XBASIC 

MACHINE LANGUAGE POWER FROM BASIC 
XBASIC is a less than 3K machine language 
enhancement to ATARI* BASIC which provides 
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arrays, PM graphics, special ANTIC modes, 
vertical blank sound, fast I/O and memory 
functions. 

Compare MICROSOFT BASIC® or BASIC XL"' 
with XBASIC's features: 

• Retains ATARI* BASIC'S syntax error 
checking 

• Completely compahble with ATARI* BASIC 

• Application programs do not require user 
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Average customer rating 9 out of 10 
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Write SUPERware for your FREE copy of BASIC 

MAGIC I - programming tricks for the ATARI. 



Promotion or probity? 

I feel I must comment on the 
editorial entitled Darkness at Noon, 
published in issue 19. This is the 
second time you have published an 
editorial in a similar vein, the first 
being Whither Atari in issue 9, and 
I feel that you are doing the Atari 
community a real disservice. 

The function of ANALOG, as I 
see it, is to promote Atari com- 
puters. Any other goal would be 
counter-productive to the maga- 
zine's survival. This does not mean 
that you should not mention faults 
and/or criticisms, but that the criti- 
cism should be presented in a con- 
structive manner. There is nothing 
in this recent editorial that would 
give one any reasonable hope that 
Atari will continue as a force in 
the microcomputer field. 

Atari makes a fine machine, the 
equal or superior to many, more ex- 
pensive machines currently on the 
market. I have owned mine for sev- 
eral years now, and, in spite of 
many modifications, it has never re- 
quired service. Most of the people 
I know who own Ataris have had 
the same good fortune. Compare 
that to the 20-30% return rate on 
Commodores or the 50%+ rate on 
the Adam. The computing power 
is comparable to the Apple. It has 
a vast software base, including sev- 
en or eight languages. So why does 
it seem that so many Atarians 
downgrade, or are apologetic about 
their machines? Do we have some 
sort of a death wish? 

This problem is compounded by 
magazines which seem to delight 
in finding fault with the very ma- 
chines they claim to support. (Why 
is it that I never see editorials like 
this in Commodore, Apple or IBM 
magazines?) When I was shopping 
for a computer, I made a point of 
buying several machine -specific 
magazines to determine what the 
users thought of their machines. If 
I had read an editorial such as 



CIRCLE #137 Ot^ READER SERVICE CARD 



CIRCLE #119 ON READER SERVICE CARD 



(Reader Comment 

continues on page 71) 



ISSUE 22 



ANALOG COMPUTING 



PAGE? 



Griffin^s 
Lair 

Educational 

Programs 

Revieiv 







k 



by Braden E. Griffin, M.D. 



For those of you who immediately turn to Griffin's 
Lair as soon as you receive your issue of ANALOG, 
without so much as looking at the cover, I would like 
to say, "Hi, Mom." The rest of you are already aware 
of this issue's emphasis on education. The programs 
found in this month's ANALOG will prove to be 
worthwhile educational tools. Adapting these pro- 
grams to individual needs provides the opportunity 
to create a unique educational environment. One does 
not have to spend megabucks on commercial software 
to enhance the learning process. 

Unfortunately, the word "educational" has the con- 
notation of being tedious, unexciting and, often, in- 
voluntary. In a Madison Avenue attempt to combat 
this attitude, one prominent software company has 
coined the term "edu-tainment!" William Safire could 
probably get a whole column out of that one. Every- 
one should appreciate the inherent pleasures of learn- 
ing. We should also live in a world without war and 
hunger, but my plans for that are a little beyond the 
scope of this column. ANALOG readers, an erudite 
and select group {really!), realizing the value of know- 
ledge, will find this issue very beneficial. 

In an act of extreme mercy (divine intervention?), 
my soapbox has just been destroyed by a bolt of light- 
ning. I guess it's high time to get on with the show. 



ATARI SPEED READING 

ATARI, INC., Home Computer Division 

P.O. Box 50047 

San Jose, CA 95150 

16K Cassette $74.95 

"Darlin', trace this call — 'cause I don't know where 
I am." The glut of reading material inundating many 
people today does give one the feeling of being lost. 
Whether keeping pace with the news of the world, 
maintaining expertise in one's own business, cram- 
ming for a final (also, one's business), staying current 
with the plethora of computer magazines (whose num- 
bers will soon outstrip porno mags) or simply trying 
to get through the book(s) we received for Christmas, 
the ability to read faster and comprehend more would 
be a great asset. In addition, the increase in leisure - 
time activities has made nearly everyone wish they 
had more time for reading. Unless we blow up our 
TV sets, disconnect our computers and move to Ice- 
land, there is never going to be enough time. Since 
most of us aren't willing to sacrifice our pleasures, the 
only options are to stop reading (perish the thought) 
or to read faster. 

To rescue us from this stagnation of priorities, 
methods to teach rapid reading skills have been de- 
veloped. Atari Speed Reading incorporates many of 



PAGES 



ANALOG COMPUTING 



ISSUE 22 



these methods in a do-it-yourself 
program designed to improve both 
speed and comprehension. 

The program consists of eight 
separate units on four cassettes and 
a superb reading workbook. A fifth 
cassette is included as an adjunct 
to outside reading and the mainte- 
nance of the newly-acquired skills. 
Each unit has a similar format and 
consists of six elements. Each ses- 
sion begins with a WARM-UP EX- 
ERCISE, which gets one moving 
fast and concentrating. A reading 
window highlights a word on the 
screen, then it moves over a sep- 
arate series of words. When the 
appropriate matching word is high- 
lighted, one presses the joystick fire 
button. The units differ slightly on 
the matching word required. The 
initial exercises are just seeking an 
exact word match. Others match 
synonyms, antonyms or phrases. 
The rate at which the entries are 
highlighted by the window can be 
varied, offering a greater challenge 
as progress is made. 

One of the limiting factors in 
reading fast is that many people 
tend to subvocalize, or talk silent- 
ly to themselves, as they read. Us- 
ing the exercise above, one can 
practice seeing the words without 
pronouncing them. This is an im- 
portant concept, emphasizing that 
one's reading speed, even for em- 
ployees of overnight delivery ser- 
vices, relies on understanding, not 
on being able to speak fast. 

The PHRASE-READING EX- 
ERCISE comes next. In this drill, 
the reading window will highlight 
phrases as it proceeds through a 
short portion of prepared text. A 
metronome-like tone accompanies 
the window movement. The rate 
can, again, be increased as skills 
improve. The purpose of this exer- 
cise is to force the reader to take 
in more information with each eye 
stop, or fixation. It promotes fast, 
efficient eye movements between 
these stops in a left to right proces- 
sion, referred to as saccadic move- 
ments. By pushing one forward, it 
discourages regressions, or move- 



ments from right to left within the 
same line. 

The next element is the PACED 
& TIMED READINGS. For these 
exercises, selected articles in the 
workbook are read while the com- 
puter supplies the pacing tone and 
timer. Pressing the fire button ini- 
tiates the timer and then stops it 
when the reading is finished. The 
articles vary from 1500 to 2500 
words, and most are quite interest- 
ing in themselves. Each selection 



is followed by a quiz, to help moni- 
tor how well one is retaining the 
material. A score of 70% is felt to 
be a minimum standard of achieve- 
ment. The reading in this part of 
the program is fairly easy, enabling 
the user to concentrate on speed 
while still maintaining an accept- 
able degree of understanding. 

Each segment focuses on the 
NEW TECHNIQUES used to im- 
prove reading efficiency. A variety 
of exercises in the workbook are 




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CIRCLE #103 ON READER SERVICE CARD 



ISSUE 22 



ANALOG COMPUTING 



PAGE 9 



employed to accomplish this. Scanning techniques 
are developed using an excerpt from a telephone di- 
rectory. Several of the units stress the importance of 
skimming methods and include some excellent drills 
to refine them. One unit teaches how to incorporate 
the skimming techniques with note taking and out- 
lining skills. This latter section is extremely well done 
and will unquestionably enhance study habits. The 
final unit deals with the use of the different techniques 
as they relate to the purpose of the reading. 

The fifth element is the FLEXIBLE READING por- 
tion. Using the computer-controlled timer without 
the paced tone, the selections are read as rapidly as 
possible, while maintaining a pace that does not inter- 
fere with one's understanding of the material. There 
is a wide range of reading difficulty in the excerpts 
used, serving to illustrate the flexible natures of these 
skills. Specialized topics with an unfamiliar vocabu- 
lary require a different degree of intensity and pace 
than an article about a subject with which the read- 
er is quite conversant. A selection from Gray's Anat- 
omy is used to demonstrate this. It is obvious that a 
great deal of thought went into the selection of the 
reading matter for each unit. Apart from specifically 
underscoring the respective techniques stressed in 
each unit, every one of the selected texts stimulates 
interest, helping maintain a high level of concentra- 
tion. Again, a short quiz follows this section to en- 
sure that an adequate measure of understanding is 
continued. 

The final element is the READING PROGRESS 
GRAPH. At this point, the reading rates and com- 
prehension scores for the paced, timed and flexible 
reading sections are entered, and a Reading Efficien- 
cy Index is calculated and plotted on a graph show- 
ing one's progress. 

Before beginning the programmed course, the stu- 
dent is given a reading pretest. Using the computer- 
controlled timer, one reads a selection at a normal 
rate and answers the questions following the section. 
Current reading rate is thus determined and will serve 
as a baseline for the succeeding exercises. Each unit 
should take about two hours to complete. If two units 
are completed per week, the course can be finished 
in one month, a pace considered to promote the best 
progress. 

RIE 

Does it really work? Definitely. The key is motiva- 
tion. The success of any speed reading course depends 
heavily on the enthusiasm of the participant. I have 
always considered myself a slow reader. My excuse has 
been that, with so much to read from medical school 
on, I might only have the time to read something 
once, so I had better read slowly and remember it the 
first time. These habits influenced my reading in all 
areas. It took me days to read a novel most people 
finished in one night. Granted, I remembered every 



detail, but I'm not often quizzed on Asimov's Foun- 
dation Trilogy. 



read t n 


9 


gobble 


up 


seem a 


T 


But 


is it 


a Li 1 he r 


i 1 i iB.S 


Psrsong f e a , 


ST e to 


1 f , 

. 1 nq 
lake 


Ihrea t 


a( 


of y n .'•• 


SI a d 



:oor-se„ and nuat I can 

baoks at what used to 

!5fronain::icai rate. 



the course 



«iieiiitsft4!(f>^r 



prompted 

was the 

T he p i 1 es 



Atari Speed Reading. 

Knowing that begirming a new book meant many 
hours of reading, I frequently opted not to even start. 
No more. Having completed most of the program, 
I now realize that I was never a slow reader, only a 
lazy one. My biggest surprise came during the very 
first unit. My reading speed nearly doubled after just 
a few exercises. Were the warm-up drills responsible? 
I don't think so. What happened was that I concen- 
trated on reading fast and retaining the material. I 
mean, I really worked at it. How often have you sat 
down to read something important and found your- 
self rereading sections and drifting away? Most of us 
put very little effort into reading, and that makes us 
lazy readers. This program points out bad habits and 
helps eliminate them. 1 am not only reading faster, 
but with greater confidence. 

Apparently, a number of studies have shown that 
the majority of people who develop speed reading 
skills revert back to their old habits after several 
months. These skills must be practiced. One may be 
able to ride a bike, but riding fast requires one to keep 
working at it. Mental skills are no different; they must 
be kept in shape. The final cassette helps maintain 
these skills by providing a pacing and timing program 
to use with reading material not found in the work- 
book. 

Atari Speed Reading uncovers one's reading poten- 
tial and develops it to the fullest. A good investment 
for adults, it is a great one for our children. And yet, 
I wonder. . . now that I can type and read incredibly 
fast, why does it still take me forever to write this 



coll 



n 



Next issue, Dr. Griffin will take a look at Info- 
corns new "educational" adventure-type game, Sea' 
stalker. 



PAGE 10 



ANALOG COMPUTING 



ISSUE 22 



The 

Ne^v 
Letter Perfect 



LETTER PERFECT 6.0 


LJK, INC. 




7852 Big 


Bend Blvd. 


St. Louis, 


MO 63119 


(314) 962-1855 | 


48K Disk 


$99.95 



by Arthur Leyenberger 



Having been a user of LJK's Letter Perfect for al- 
most two years, I've found it to be the premier word 
processor for the Atari. Now LJK has released a new 
version that adds significant capabilities to Letter Per- 
fect's already long list of features. The new program 
comes with an entirely rewritten manual and a spell- 
ing checking program (Spell Perfect). Rather than re- 
view the entire package, I'll describe the new features 
and how they differ from the older version. 

A manageable manual. 

The most obvious improvement is in the documen- 
tation. The previous manual was unreadable and con- 
fusing. With the new manual, the first-time user has 
it much easier. The 86 -page typeset manual is now 
in a 5x8 inch spiral bound format containing many 
user -friendly features. 

How can a manual be user-friendly, you ask? Well, 
it now includes a good index , a glossary of word pro- 
cessing terms and a well-written tutorial on how to 
use the program. There are also several printer work- 
sheets for Centronics, Epson, NEC, Prowriter, Qume 
and Okidata printers. Information on various printer 



characteristics and default values used by the program 
are also included. 

The printer material contained in the new manual 
corresponds to the many printer configuration files 
on the disk. Any of these can be edited and perma- 
nently saved, should you decide to reconfigure your 
system. Also, proportional printing is supported for 
the C.Itoh Prowriter, NEC8023 and Centronics -type 
(like the Epson FX-80) printers. Blank worksheets 
are provided for users whose printer is not one of the 
above. 

Program clarity. 

Another major change in Letter Perfect is the 
method of program delivery. Previously, two two-sided 
disks were supplied — one with a 40-column program, 
the other with an 80-column program (for the bit-3 
80 -column board). The back of each disk contained 
the printer driver editor program. Now, one disk is 
supplied, containing three variations. When the pro- 
gram is booted, you are asked to select a 40-column, 
bit-3 80-column or Austin-Franklin 80-column mode. 
(LJK has told me that they will support the new Atari 
80-column card in the 1090 Expansion Box, when 
it becomes available.) Once this choice is made, the 
user selects the applicable printer and can then edit 
the parameters of the printer file. A separate printer 
driver editor is no longer necessary. 

When the configuration process is complete, the 
information is saved to the program disk, so that it 
will be automatically used the next time the disk is 
booted. Should you decide to change any of this in- 
formation, holding the ESC key down when booting 
allows you to reconfigure the program. Since LP is 
not copy-protected, you may have several program 
disks, each with a different system configuration. 



ISSUE 22 



ANALOG COMPUTING 



PAGE 11 



As mentioned before, Spell Perfect is included in 
the main program. It counts the number of words in 
your document and allows you to check for misspell- 
ings. Unlike the separate Spell Perfect package, this 
version does not allow you to add to the dictionary 
disk or create your own dictionary. There just wasn't 
enough room on the program disk. It's still a useful 
feature and adds to the product's value. 

By the way, if you're an owner of the earlier ver- 
sion of Letter Perfect, you may obtain the new pro- 
gram simply by sending a copy of your registration 
form and $30 to LJK. Since the new Letter Perfect 
is larger than the original by about 6K, some very 
large files created by the first will not completely fit 
into the new editor. LJK is aware of this, and their 
policy of allowing you to keep the older version when 
you upgrade is quite considerate. 

Menus, modes and more. 

Among the many improvements, menu selections 
can now be made by either positioning the cursor 
over the desired choice and pressing RETURN (as 
before) or by pressing the first letter of the menu op- 
tion. Once a file has been loaded or saved, the pro- 
gram remembers its filename— and that becomes the 
default name when saving. 

Double-density mode may be selected for your text 
disks, allowing you to save twice the amount of infor- 
mation on one disk. Trak, Rana, Indus, Percom and 
generic disk drives (with an ATR8000) are all sup- 
ported. Although there is no direct single-to-double 
density conversion function, you can perform this 
operation if you have two drives. To do so, load a 
single-density file into LP and choose the configura- 
tion option on the main menu. Make your second 
drive the "file" drive and change the density to dou- 
ble. Then, all you have to do is save the file — it will 
be saved as a double -density file. Repeat this process 
for each single-density file, one at a time. 

Other useful new features include: easier and more 
understandable delete functions for buffer, paragraph, 
tabs, entire file, before and after cursor and up to mar- 
ker; a blinking cursor indicating that you are in in- 
sert mode, or overwrite mode is being maintained, 
even if you leave and re-enter the =1 conditional page 
breaks; special characters like tilde and curly brack- 
ets; non-overwriting tab; immediate cursor movement 
to the end of the file without scrolling; and the abil- 
ity to fix the width of your edit window, to be able 
to see how your text will look on paper. 

Almost perfect. 

Is there anything 1 don't like about the new ver- 
sion of Letter Perfect? Yes, a couple of things. 1 use 
an Epson FX-80 printer and have gotten used to the 
way it works with the original. The new version uses 
half-spacing for all Epson printers, so you will need 
to change your printer spacing, margins and header/ 
footers. But, once you get it right, you can forget 
about it. 



Another minor irritation is the character delete 
function. In the earlier LP, pressing CNTRL-DEL 
would continuously and rapidly delete characters from 
the right. Now, that same command results in a slow- 
er, jerky movement. Of course, you can always use 
the new word delete command to accomplish almost 
the same thing. 

Finally, some of the commands have been changed. 
As in any major software rewrite, the addition of new 
commands forces new meanings on some of the old 
ones. For example, the key sequence CNTRL-, used 
to mean global replace. This same command now 
produces a left-curly bracket. CNTRL-CAPS has be- 
come the command for a global replace. 

Fortunately, none of the reassigned meanings are 
destructive — you cannot inadvertently wipe out any 
text or files. In order to minimize confusion, I creat- 
ed a table of the old and new functions and commands 
(see Table 1 below). And, most importantly, the new 
Letter Perfect does not require the translator disk on 
Atari's XLs. 

Aside from a few small gripes, version 6.0 of Let- 
ter Perfect is a major revision of the program that 
maintains its already impressive features while adding 
quite a few more. It remains the best currently avail- 
able word processor for the Atari. D 

Table 1. 



Letter Perfect Comparison 


Chart 


Function 


Old LP 


New LP 


Cursor movement 






Top of text 


CNTRL-CLEAR 


CNTRL-CLEAR 


One word right 




CNTRL-Y 


One word left 




CNTRL-W 


Previous page 


CNTRL-; 


CNTRL-Q 


Next page 


CNTRL-Q 


CNTRL-O 


Next paragraph 




CNTRL-6 


Top of page 


CNTRLT 


CNTRL-CLEAR 


Bottom of page 




CNTRL-O 


Jump to marl<er 




CNTRL-X 


Deletion 






Word right 




CNTRL-N 


Word left 




CNTRL-L 


Current line 


SHIFTDEL 


CNTRL-5 


All after cursor 


CNTRL-Y 


CNTRL-KA 


All before cursor 


CNTRL-W 


CNTRL-KB 


Up to marker 


CNTRL-N 


CNTRL-KM 


All text 


CNTRL-X 


CNTRL-KN 


End of Paragraph 




CNTRL-KP 


Copy Buffer 


CNTRL-K 


CNTRL-KC 


All tabs 




CNTRL-KT 


Text moves 






Copy to buffer 


CNTRL-/ 


CNTRL-7 


Copy from buffer 


CNTRL-CAPS 


CNTRL-9 


Lift from buffer 


CNTRL-L 


CNTRL-8 


Continuous scroll 


CNTRL-O 


CNTRL-4 


Fix window width 




CNTRL-3 


Conditional pg. break 




CNTRL-V% 


Halt printer 




CNTRL-VI 


Global replace 


CNTRL-, 


CNTRL-CAPS 


Show tabs 




CNTRLT 



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CIRCLE #104 ON READER SERVICE CARD 



ISSUE 22 



ANALOG COMPUTING 



PAGE 13 



Spelling. SAM 

A spelling program 
using Don't Ask's S.A.M 



32K Disk 



by Ed Rybczyk 



When I first received SAM (Software Automatic 
Mouth by Don't Ask Software — $59.95) last Christ- 
mas, the first priority was to add speech into all the 
great "shoot 'em up, save the world" game program 
listings typed in over the past year. Hearing the score 
updated was great; and the verbal reassurance that 
the world had been saved, at least for that round, was 
comforting. It wasn't until later — and after complete 
satiation, for I am truly a games junkie — that another 
application for SAM smacked me in the face. 

My older son came home from school with a list 
of words to be learned as part of his homework. As 
any computer parent knows, it's much easier to get 
the children to play with the computer than to do 
their homework. We had previously written programs 
for math facts, a joystick game to differentiate nouns 
from verbs, and experimented with cassette recorder 
spelling routines (POKE 54018,52 turns the pre- 
recorded cassette on; POKE 54018,60 turns it off). 

What a perfect application for SAM! How else can 
a spelling program work — without hearing the word 
to be spelled? Other elements of a good education 
program (immediate reinforcement, use of audio and 
visual reinforcers and correction of mistakes) were built 
in, and the result is Spelling.SAM. The program re- 
quires less than 8K and is loaded after SAM is booted. 



Press the START key to hear the word. This can 
be done as many times as desired, and SAM will 
repeat the word. When you're ready to spell the word, 
press SELECT. 

Spelling.SAM can be tinkered with, and any im- 
provements are welcomed. Care must be taken when 
adding words in Lines 1000-1998. Incorrect phonetics 
will cause the word not to be spoken during program 
operation. Instead, the console will beep twice. Use 
the SAM documentation glossary for help. Spelling 
words are limited to ten spaces. 

The program can be changed to use RECITER. 
This will alleviate phonetic problems but could cause 
poor enunciation. Change the following to use RE- 
CITER: 

Line 20 — SAM = 8199 and each of the 
phonetics to text in Lines 1000-1310. Also, 
change the phonetics to text in Lines 22, 331, 
501, 701, 801, 851 and 1005. 

The boot procedure is changed to: (1) Boot 
SAM; (2) USE a disk containing RECITER and 
MEM.SAV; (3) USE DOS option L to load RE- 
CITER; and (4) LOAD SPELLING.SAM. 

(Program documentation and listing 
continued on next page.) 



PAGE 14 



ANALOG COMPUTING 



ISSUE 22 





Program routines. 


Line 


Function 


10 -45 


Opening graphics 


55 '97 


Opening music 


99 ' 170 


Speech 


200 ' 220 


Evaluation graphics 


300 ' 410 


Keyboard input 


420 


Evaluation 


430 


Random selection of correct 




reinforcements 


440 ' 499 


Correct reinforcement #1 


500 ' 599 


Correct reinforcement #2 


600 


Random selection of 




correcting mistakes 


610 ' 699 


Correcting mistake #1 


700 - 795 


Correcting mistake #2 


800 ' 845 


Scoreboard 


850 ' 852 


Closing graphics 


860 - 995 


Closing music 


1000 ' 1999 


Spelling words 


10000 ' 10020 Out of data graphics 



If you don't own a SAM disk, what are you waiting 
for? Add the world of speech to your programs. It really 
i% a lot of fun. D 



4 REH KKKKKKMMMKMKKKKKKKKK 

5 REM « SPELLING. SAM « 

6 REM « BY « 

7 REM » ED RVBCZYK « 

8 REM « ANALOG COMPUTING * 

9 REM KKlCKKlCKMICMlCKKKimKKMK 

18 GRAPHICS 1+16:SETC0L0R 4.10,0 

20 SAH=81S2:DIM SAM$ C255) , DS CIO) ,E5C10 

) 

22 SAMS="/HEH4L0N. MAY4 NEY4M IHZ SAE 

4M":A=USRCSAM) 

25 P OSITION 0,1:? tt6;"ttttttitttttttttttmttmttmt 

30 POSITION 5,5:? tt6;"MELC0ME T0":P0SI 

TION 4,8:? tt6; "SPELLING SAM" 

35 POSITION 8,12:? tte;"E22ww" 

40 POSITION 3,15:? tt6;"ME'LL HAVE FUN" 

: POSITION 3,18:? tie; "SPELLING MORDS" 

45 POSITION 0,22:? tl6 ; "tttttHtt HHUHMI II UH tW 

ttitttmt" 

55 READ L:IF L=-l THEN 99 

60 READ JA:JA=INT(258/JA) 

65 SOUND 0,L,ie,8 

70 IF L=0 THEN 80 

75 SOUND 1,L*1,10,8 

88 FOR P=l TO JA:NEXT P 

85 SOUND 0,0,0,0 

90 SOUND 1,0,0,0 

92 FOR P=l TO 5:NEKT P 

94 GOTO 55 

95 DATA 121,6,109,6,97,6,109,1,0,8,121 
,8,109,8,97,8,109,1 

96 DATA 0,8,121,4,96,6,91,8,96,4,91,2, 
121,2,96,2,108,1 

97 DATA 8,4,189,4,92,2,109,8,121,2,110 
,6,105,2,97,4,109,1,121,1,-1 

99 RESTORE 1000 

180 READ SAMS,ES:DS3"" 

110 IF SAM5="000" then 10088 

125 GRAPHICS 1+16 :SETCOLOR 4,10,8:P0SI 

TION 2,2:? tt6;"LISTEN CAREFULLY": POSIT 

ION 3,4:? 1*6; "FOR THE WORD I" 

138 POSITION 3,6:? tt6;"H0ULD LIKE YOU" 

: POSITION 6,8:? tt6:"T0 SPELL .": POSITIO 



135 POSITION 1,14:? tt6;"PRESS Start TO 
HEAR THE NORD ." :POSITION 1,19:? tt6;"P 

RESS select TO CONTINUE." 

140 POKE 53279,8 

150 IF PEEKC53279)=6 THEN A=USRCSAM) 

168 IF PEEK 1532795=5 THEN 288 

178 GOTO 148 

288 GRAPHICS 1+16 :SETCOLOR 4,18,8:P0SI 

TIOH 4,2:? tt6;"HDM IS THAT": POSITION 3 

,4:? tt6;"M0RD SPELLED?" 

218 POSITION 8,8:? tt6;" *M>Cl(ltlCKlCKKMlCKXK 

itHHHf*" : POSITION 8,12:? tt6;" KIClClCKlCKMKlClC 

KKKKMKKKK " 

228 POSITION 8,17:? I«6;"TYPE IN YOUR A 

NSMER": POSITION 8,28:? 116;" THEN PRESS 
RETURN ." 

388 LENGTH=18:LINE=ie:C0L=5 

318 IF KB=8 THEN OPEN tll,4,e,"K:":KB=l 

312 POSITION COL, LINE 

315 GET ttl,}f 

320 IF X>=32 AND X<=95 AND LENCDfXLEN 

GTH THEN DS CLEN CD$) +1) =CHR$ tX) :? n6;CH 

R$fX};:G0T0 315 

330 IF X<>12e THEN 488 

348 IF LENCDSXl THEN 488 

358 IF LENfDS)=l THEN DS="" 

368 IF LEN(DS)>1 THEN D$=D$fl,LENfD$)- 

1} 

378 POSITION C0L+LENCD$),LINE 

388 ? 116;" " 

390 POSITION COL+LENCD$),LINE 

488 IF X=155 THEN 428 

418 GOTO 315 

420 IF D$<>E$ THEN 600 

438 R=INTC2«RNDC1))+1:0N R GOTO 448,58 

8 

440 GRAPHICS 1+16 : SETCOLOR 4,6,0 

441 SAM$=:"YUH3AAR RAY2IH7T . " : A=USRCSAM 
) 

442 POSITION 3,3:? I«6;"THAT'S GREAT!!" 
:POSITION 2,6:? lt6;"Y0U GOT IT RIGHT" 

445 POSITION 0,9:? 116 ; "2«Q«{2«2*2»0«2»G 
«{2«{2k" 

458 POSITION 3,12:? tt6;"Y0U SPELLED TH 

E":P0SITI0N 3,15:? tt6;"H0RD ";ES:POSIT 

ION 5,18:? tt6; "CORRECTLY," 

460 ED=ED+1 

478 FOR J=l TO 3 

475 FOR K=-168 TO 168 STEP 18 

488 SOUND 8,ABSCK)+95,18,8 

485 FOR L=l TO 2:NEXT L:SETCOLOR 4,J+3 

,8 

498 NEXT K:NEXT J 

495 SOUND 8,8,8,8 

496 FOR P=l TO 688: NEXT P 

499 GOTO 888 

588 GRAPHICS 1+16 :SETCOLOR 4,6,0 
581 SAM$="UEH4RIY GUH4D" : A=USR CSAM) 
502 POSITION 3,3:? tt6;"Y0U'RE RIGHT!!" 
:POSITION 2,6:? tt6;"I'M PROUD OF YOU" 
585 POSITION 0,9:? 116 ; "3«aJi{3«£3*!3*H3*£3*{3 
«{3»2^" 

518 POSITION 3,12:? tt6;"Y0U SPELLED TH 

E": POSITION 3,15:? tt6;"H0RD ";ES: POSIT 

ION 5,18:? tt6; "CORRECTLY." 

530 JAN=JAN+1 

550 FOR J=8 TO 48 STEP 4 

560 SOUND 0,J,8,J/5:SETC0L0R 4, J, 8 

578 NEXT J 

575 FOR J=48 TO 8 STEP -4 

588 SOUND e,J,8,J/6+3:SETC0L0R 4,J,0 

590 FOR K=l TO t70+J«31 /2 :NEXT K 

593 NEXT J 

595 SOUND 0,e,e,8:SETC0L0R 4,8,8 

596 FOR P=l TO 600: NEXT P 

599 GOTO 800 

600 R=INTC2«RNDfl))+l;0N R GOTO 610,70 


618 GRAPHICS 1+16 :SETC0L0R 4,3,0 

611 SAMS="TRAY4 /HAa4RDER . " : A=USR (SAM) 

612 POSITION 7,3:? 1*6 ; "SORRY, ": POSITIO 
N 2,6:? tt6;"THAT'S HOT IT !!" 

615 POSITION 0,9:? 116 ; "E3»i3»[3)t{2»G«G«{2*{3 
«{2»I2*" 

628 POSITION 3,12:? «6;"V0U SPELLED TH 
E":P0SITI0N 3,15:? tt6;"H0RD ";ES:POSIT 
ION 5,18:? tt6;"LIKE THIS:" 



ISSUE 22 



ANALOG COMPUTING 



PAGE 15 



638 POSITION 5,21:? tt6;D$ : KURT=KURT+1 

650 FOR J=10 TO 280 5TEP 4 

660 50UND 8, J, 10, J/25 

670 FOR K=l TO J/10: NEXT K 

675 NEXT J 

680 SOUND 0,20,0,14 

698 SOUND 1,255,18,15 
693 FOR K=l TO 188: NEXT K 

695 SOUND 8,0,8,8:S0UND 1,8,8,8 

696 FOR P=l TO 508:NEXT P 

699 G0T8 888 

788 GRAPHICS 1+16 : SETCOLOR 4,8,8 

781 SAH$="DHAE4TZ NAAT IH4T . " : ArUSRCSA 

782 POSITION 7,3:? tt6;"HR0NG,":P0SITI0 
N 2,6:? «6;"THAT'S INCORRECT" 

7i^ POSITION 0,9:? tt6;"i2J#*{2«|3*C3«S«OM{2 

710 POSITION 3,12:? tt6;"V0U SPELLED TH 

E":P0SITI0N 3,15:? tt6;"M0RD ■';ES:POSIT 

ION 5,18:? tt6j"LIKE THIS:" 

728 POSITION 5,21:? tt6;D5 : ADAM=ADAM+1 

730 FOR J=l TO 8 

748 SOUND 8,42,2,18 

758 FOR K=l TO 28: NEXT K 

768 SOUND 0,0,0,0 

770 FOR K=l TO 20 

780 NEXT J 

798 FOR K=:l TO 1288: NEXT K 

795 SOUND 0,0,0,0 

888 GRAPHICS 1+16:SETC0L0R 4,6,0 

881 SAM$="/HIY4RS Y0H4R SK0H4R" : A=USR f 
SAN) 

882 POSITION 2,4:? tt6;"S0 FAR YOU HAVE 

■ II 

818 POSITION 5,8:? tt6;ED+JAN;" CORRECT 

812 POSITION 5,12:? tte; KURT+ADAM;" MRO 

NG" 

815 IF ED+JAN>KURT+ADAM THEN POSITION 

4,16:? 116; "PRETTY GOOD!" 

820 IF ED+JAN<=KURT+ADAN THEN POSITION 

5,16:? »6;"TRV HARDER" 
822 POSITION 1,20:? tte;"ANOTHER WORD? 
tY/NJ" 

825 FOR J=l TO 8 

826 SOUND 8,121,18,8:S0UND 1,128,10,8: 
S8UND 2,8,18,2:F0R X=l TO 5:HEXT X 

827 SOUND 0,128, 10, 8:S0UND 1,138,10,8: 
SOUND 2,18,10,4 

828 FOR X=l TO 5: NEXT X 

829 NEXT J 

838 SOUND 8,8,0,0:S0UND 1, 0,0,8 :SOUND 

2,0,8,8 

831 GET t»l,Z 

848 IF Z=89 THEN 188 

845 IF Z<>78 THEN 831 

858 GRAPHICS 1+16 :SETCOLOR 4,10,8 

851 SAM$="THAE4NXK YUH4 ." : A=USR (SAM) 

852 POSITION 5,10:? «6;"BYE BYE !!" 
860 RESTORE 980 

878 READ DURATION: IF DURATI0N=-1 THEN 

END 

888 DURATI0N=INT(DURATI0N«15) 

898 READ PITCH: IF PITCH=8 THEN 918 

999 PITCH=PITCH»3 

910 SOUND 0, PITCH, 18, 8 

928 SOUND l,PITCH+l,io,8 

930 FDR M=l TO DURATION : NEXT H 

940 SOUND 8,8,8,8 

950 SOUND 1,0,8,8 

968 FOR H=l TO 3: NEXT H 

970 GOTO 870 

988 DATA 2,47,2,68,1,81,3,60,2,47,2,68 

,1,53,3,53,2,47,2,68,1,45,2,45,1,45 

998 DATA 1,47,1,47,1,53,1,53,3,68,1,8, 

1.5,47, .5,53,1,60,1,53,1,47,1,47,2,47, 

1,53,1,53,2,53 

995 DATA 1, 47, 1,40,2,40, 1 . 5,47, . 5, 53, 1 

,60,1,53,1,47,1,47,2,47,1,53,1,53,1,47 

,1,53,3,60,1,8,-1 

1888 DATA KUHPYUH3TER, COMPUTER 

1818 DATA SER4CH, SEARCH 

1828 DATA AHBAH4T, AB8UT 

1930 DATA AE4FTER, AFTER 

1848 DATA TRAY4AENXGUL, TRIANGLE 

1858 DATA SER4KUL, CIRCLE 



1868 DATA /HAN4S, HOUSE 
1070 DATA IHNVEH4NT, INVENT 
1080 DATA TEY4BUL, TABLE 
1899 DATA BAA4TUM, BOTTOM 
1100 DATA /HYUH4MUN, HUMAN 
1110 DATA NAXSHIY4N, MACHINE 
1120 DATA HA04TER, HATER 
1130 DATA PEH4NULTIY4, PENALTY 
1140 DATA KHEH4SCHUN, QUESTION 
1150 DATA BIH4ZIY,BUSY 
1160 DATA TRAE4FIXK, TRAFFIC 
1170 DATA SAY4IHNS, SCIENCE 

1189 DATA BRAH4DHER, BROTHER 

1190 DATA S0H4LJER, SOLDIER 
1200 DATA JAH4MP,JUMP 

1210 DATA TEH4RAXBUL, TERRIBLE 

1220 DATA VEYKEY4SHUN, VACATION 

1230 DATA AE4NSER, ANSWER 

1240 DATA MAA4RKIXT, MARKET 

1250 DATA KAE4NDIY, CANDY 

1260 DATA CHIH4LDRIXN, CHILDREN 

1270 DATA SIH4NXGUL, SINGLE 

1280 DATA AE4PUL, APPLE 

1290 DATA CHA04KLIXT, CHOCOLATE 

1300 DATA EH4R0HR, ERROR 

1310 DATA AE4DREHS, ADDRESS 

1999 DATA 000,000 

10009 GRAPHICS 1+16 :SETCOLOR 4,14,0 

10005 SAM$="SAA4RIY.":A=USR(SAM} 

19019 POSITION 7,5:? B6;"S0RRY, " :POSIT 
ION 4,19:? tl6;"I DON'T KNON": POSITION 
3,15:? tt6 ; "ANYMORE WORDS." 

19015 FOR X=l TO 750: NEXT X 

19020 GOTO 858 



CHECKSUM DATA. 

(see page 43) 



4 DATA 560,216,352,946,589,579,136,464 

,945,572,656,464,239,359,489,7388 

68 DATA 473,177,260,627,45,296,285,289 

,643,8,728,833,139,882,626,6231 

125 DATA 396,395,422,285,698,531,716,8 

22,777,71,690,489,75,575,183,7117 

330 DATA 911,155,202,841,933,482,939,7 

52, 794, 850, 848, 128, 323, 736, 999, 9723 

459 DATA 983,438,399,549,197,434,479,1 

97,564,739,118,732,533,989,973,8144 

530 DATA 41,144,637,759,337,674,948,76 

8,31,566,741,843,120,982,436,8027 

615 DATA 994,928,79,81,672,363,766,574 

,639,540,9,566,743,116,431,7591 

792 DATA 712,993,927,874,313,578,145,9 

9,148,766,329,113,124,764,291,7168 

818 DATA 145,210,983,197,471,317,788,2 

88,84,759,417,589,528,829,333,6858 

851 DATA 935,186,241,962,22,759,392,14 

5,168,243,97,183,82,755,728,5882 

999 DATA 224,469,487,46,128,117,681,39 

7,192,639,175,393,664,858,210,5512 

1130 DATA 115,197,308,771,584,761,598, 

888,93,357,483,565,291,248,588,6751 

1280 DATA 196,328,237,534,350,428,202, 

922,435,744,4376 



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ACCOUNTING 

SYSTEM 11 



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"The documentation is excellent — well- 
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"So much for the Atari's reputation of teinga 
games-only machine." 
—Desktop Computing 

Hardware Requirements: Atari computer 
with 48k, any 80 column (minimum) printer, 
and 2 disk drives (single or double density). 
Double density drives will greatly increase the 
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serve the needs of 
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The Complete 
Accountin g S ystem. 

There are six separate modules 
in the system. Each functions 
individually as a complete stand- 
alone program. All six modules can 
also be easily linked resulting in an 
extremely powerful integrated 
accounting system. 



G/I, 



General Ledger System* 



Allows interactive maintenance of the chart 
of accounts file, including add, change/inquiry 
and delete. Handles up to thirteen accounting 
periods, supixirts multiple profit centers, prints 
source cross-reference reports, financial 
statements (Income Statement, Balance 
Statement, Statement of Cash Flow). 



A/R Accounts Receivable System* 



This comprehensive system processes and 
maintains records from customer invoices and 
cash receipts, calculates service charges, 
maintains sales history and credit rating 
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A-T 



Accounts Payable System*** 

Keeps accurate status of all outstanding 
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allows flexable payment selection, including 
partial payments, prints A/P checks and check 
register, prints vendor analysis report. 

CIRCLE #106 ON READER SERVICE CARD 



PAYROLL 



Payroll System 



Cumulative totals are maintained for each 
employee, as well as complete reporting, check 
writing, and W-2 reporting. Allows weekly, 
biweekly, semimonthly or monthly pay periods, 
handles Federal, State and City taxes, FICA, 
SDI, Group Insurance, Federal and State 
Unemployment Insurance, maintains 
cumulative totals and Worker's Com|3ensation, 
prints paychecks and W-2's. Gives 941 
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|l/C| Inventory Control System** 

Provides complete control of your resale 
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Vendor Item Report, suggested Purchase Order 
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multiple pricing per items. 



|OE/l| Order Entry Invoicing System** 

For entry of sales orders and shipping data, 
and printing customer orders, invoices and 
shipping papers. May also used to maintain 
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printed when shipping dates are entered into 
the system. Provides 0/E and editing, handles 
credit memos, prints picking tickets, price lists 
and stocking status reports. 

** Available end of 2nd quarter 1984 
*** Available 3rd quarter 1984 

See for yourself. 

Ask your local computer dealer 
to show you one of our self- 
running demos, or call us directly. 



Miles ahead of the pock. 



MILES COMPUTING 

7136 Haskell Avenue Suite 300 

Van Nuys, California 91406 

(818) 994-7901 



PAGE 18 



ANALOG COMPUTING 



ISSUE 22 





BALL 
DROP 



16K Cassette or Disk 



by Bill Boegelein 



Interesting programs don't always have to be of eye- 
straining length; there are some which don't require 
typing until your fingerprints have vanished. Balldrop 
is one such program. 

Program Listing 1 does manage to accomplish quite 
a bit in its less than forty BASIC lines. When run, 
it will simulate a random demo called Balldrop. Im- 
agine a board mounted vertically, on which are ar- 
ranged in a symmetrical triangular pattern 171 nails. 
Marbles of equal size and weight are dropped onto 
the top nail and can randomly bounce either to the 
left or right each time they come in contact with the 
nail. If a thousand marbles were dropped, how many 
would fill each of the nineteen compartments at the 
bottom? 

Inner workings. 

The program runs surprisingly fast for being writ- 
ten entirely in BASIC. Lines 0-50 set screen color, 
margins and DIMs, and clear needed variables. The 
variable MARBLES in Line 50 should be set to the 
desired number of marbles to be dropped. Lines 100- 
200 draw the screen. Lines 200-300 drop one mar- 
ble at a time onto the top peg. Line 240 randomly 
sets RN to either +1 or —1. When this is added to 
the X in the POSITION statement, it moves the mar- 
ble one position left or right, while Line 270 erases 
its old position. This is a fairly common way to create 
the pseudo -animation effect seen here. Lines 300-400 
keep track of the totals seen at the screen's bottom 
in the array C(XPOS) and print this total vertically 
in the corresponding position. 




Variations on a theme. 

Adjust the variable MARBLES in Line 50 to the 
number of marbles to be dropped in the demonstra- 
tion. Use CTRL-1 to halt and restart the program 
where desired. If the program is left running over ap- 
proximately eight minutes, the Atari will automati- 
cally enter the attract mode and rotate the screen 
through various colors. Hit the space bar to bring 
things back to normal. The program can be renum- 
bered in any increment, for it contains no internal 
line references, no GOTOs, GOSUBs or TRAPs. It 
can also be condensed with multiple statements per 
line to reduce its overall length and increase its speed 
slightly. 

New and improved. 

Add the following lines to Listing 1 to include a 
much faster machine language subroutine to speed up 
the Balldrop animation. 



ISSUE 22 



ANALOG COMPUTING 



PAGE 19 



6e DIM HL$tl5e) 

78 FOR 1=1 TO 108: READ BYTE :ML5 <I,IJ=C 

HRS tBYTEJ : TTL=TTL+BYTE : NEXT I 

88 IF TTL014882 THEM ? "ERROR IM DATA 

LIME5":5T0P 
98 5PEED=5:ML5<82,82J=CHRSCSPEEDJ :REM 
SPEED 1=FA5T TO 255=5L0M 
228 XXK=USR(ADRfML$}] 
230 REH 
248 REM 
258 REM 
268 REM 
278 REM 
288 REM 
298 REM 

1888 DATA 184,169,8,141,8,218,169,3,14 
1,15,218,169,19,133,283,169 
1818 DATA 1,133,284,169,5,141,8,210,16 
9,168,141,1,218,165,203,133 
1828 DATA 85,165,284,133,84,169,28,32, 
164,246,165,283,133,85,165,284 
1838 DATA 133,84,169,8,141,1,218,173,1 
8,218,74.74,74,74,74,74 

1848 DATA 74,281,8,288,2,169,3,24,181, 
283,133,283,198,283,198,283 
1858 DATA 162,5,282,168,8,136,192,8,28 
8,251,224,8,288,244,169,32 
1868 DATA 32,164,246,238,284,165,284,2 
81,28,288,168,96 



CHECKSUM DATA. 

{see page 43) 



68 DATA 929,68,805,97,959,85,88,91,94, 

97,188,183,714,647,995,5864 

1838 DATA 489,648,811,725,2665 



Then delete Lines 220-290, replacing them with 
the single statement: 

215 XXK=U5RCADR(ML$)J :REM THI5 LINE RE 
PLACE5 LIMES 228-298 

The variable SPEED in Line 90 can be varied from 
1 to 255 to increase the program's running speed. 
SPEED=1 will produce an effect barely visible, 
SPEED = 255 slows it dramatically. 

Normal distribution. 

The program simulates what is known as "normal 
distribution," and the totals at the screen's bottom 
can be predicted fairly accurately by drawing what is 
called a "Pascal's triangle," like this: 

1 

1 1 

1 2 1 

13 3 1 

14 6 4 1 

1 5 10 10 5 1 

1 6 15 20 15 6 1 

1 7 21 35 35 21 7 1 

1 8 28 56 70 56 28 8 1 



Each number in the sequence is found by adding the 
two numbers immediately above it. If this triangle was 
carried out to the 19th level that is represented in 
the Balldrop demo, it would read: 

1-18-153-816-3868-8568-18564-31824-437 
58-48628-43758-31824-18564-8568-3868-8 
16-153-18-1 

Probability predicts that this should be the result after 
the demo drops 262,143 marbles. Using a more 
reasonable sample of 10,001, the result should come 
very close to: 

8-1-6-31-117-327-788-1214-1669-1855-16 
69-1214-788-327-117-31-6-1-8 

An actual sample run of 10,001 resulted in totals of: 

8-3-6-36-126-386-691-1155-1716-1843-16 
44-1246-769-292-126-37-5-8-8 

A predicted run of 46,663 should be: 

8-3-27-145-545-1525-3305-5665-7789-865 
5-7789-5665-3385-1525-545-145-27-3-8 

The actual run showed: 

8-4-27-158-511-1623-3358-5653-7789-858 
5-7743-5815-3375-1482-546-126-33-1-8 

. . .AH fairly close approximations of the normal 
distribution curve. 

In conclusion. 

I'll leave it to our avid readers to design a similar 
3'D version, in which the marbles are dropped onto 
a pyramid of suspended pegs, allowing eacb marble 
to fall randomly to the bottom. Good luck. D 



8 REN MKMKltltMMMHKKMKXKMMmt 

1 REM « BALLDROP » 

2 REM » BILL BOEGELEIN « 

3 REM * ANALOG COMPUTING « 

4 REM MXMKICKMKKKMMKKKICICKMM 

18 GRAPHICS 0:TRAP 40008 

28 POKE 82,8:P0KE 83,39:P0KE 718,8:P0K 

E 752,1:? "IV ICKMMMKKKMKICKKICK BALLDROP « 

MKMKMMKMMWKlCmC "; 

38 DIM CC37J,NUM5C7} 

48 FOR CLEAR^l TO 37 STEP 2:C(CLEAR}=8 

'NEXT CLEAR 

58 MARBLES=18e8:REM SET MARBLES TO DES 

IRED AMOUNT 

188 REM . . . DRAM SCREEN . . . 

110 SPACE=19:PEG=l:? 

120 FOR J=l TO 18 

138 FOR 1=1 TO SPACE:? " "JZNEXT I 

140 FOR 1=1 TO PEG:? CHRSC20);" ";:NEX 

T I 

150 SPACE=SPACE-l:PE6=PEG+l:? :MEXT J 

160 ? :? :? 

178 FOR Y=20 TO 23 

188 FOR X=8 TO 38 STEP 2:P8SITI0N X,Y: 

? CHR$C124); :NEXT X:NEXT Y 

190 POSITION 1,3:? "COUNT"; 

288 REM . . . DROP MARBLE . . . 

218 FOR C0UNT=1 TO MARBLES 

220 X=19:F0R Y=l TO 19 

230 POSITION X,Y:? CHRS C20> ;: POSITION 

X Y 

240 RN=INTCRNDC0}+0.5} 

=-1 

258 SOUND 0,5,18,8 

268 X=X+RN 

270 ? " "; 

288 SOUND 8,8,8,8 

298 NEXT Y 



;IF RM=8 THEN RN 



PAGE 20 



ANALOG COMPUTING 



ISSUE 22 




ife^^laS^l 



presents 



{pmmm u>m0 



a GRAPHICS 7+ utility that handles.. 
KOALA! ATARI TOUCH-TABLET! 
B/GRAPH! MICROPAINTER! 
or ANY 62 sector GR.S or 7+ picture! 



380 REM . . . COUNT MARBLES . . . 

310 XPOS=PEEK C91> : C CKP05) =C CKPOS) +1 

320 IIUM5=" ":NUM$(l,LENtSTR$(CfXPO 

SJJ)}=5TR$CCCXP053J 

330 POSITION KP0S,20:? NUM$C1,1}; 

POSITION KP0S,21:? NUM$(2,2); 

POSITION XP0S,22:? HUMS (3, 3); 

POSITION XP0S,23:? NUM$C4,4}; 

POSITION 7,3:? COUNT; 

SOUND 0,50,10,8 



340 
350 
360 
370 
380 
390 
400 



NEXT COUNT 

POSITION e,e:POKE 752,0:? CHRS(253 



l:POKE 764,255:END 



CHECKSUM DATA. 

(see page 43) 



OTHER FEATURES INCLUDE: 
TEXT OVERLAY IN FIVE HEIGHTS! 
in 4 colors using any character set! 

INSTANT BORDERS! "PICTURE MOVE"! 

COLOR EDITOR! RESIDENT DISK HANDLER! 

MACHINE LANGUAGE! AND MORE!! 

PRINTER DUMPS IN FOUR SIZES!! 
from wallet photo to 8X14 in. posters! 
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11 fonts provided or use one of your own! 
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NORKS ON ANX GRAPItltS MPMLC PRINIEItTTK 

iBcludes T?PE-fl-lINE, a t»ny Editar that 
Mixes fonts and widths on the sawe page! 
Save tde page oh i\sy to repMht alvyt'iHe! 

ftihls fdht tables ih THREE ftrt-natsf 

Keep track of your ga»w characters! 

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respoctivfiy-WALA rtOI INC./A7ARI IHC./DATAr.OrT/UJMOHC/CllGnAL OCVIcrS 

CIRCLE #107 ON READER SERVICE CARD 



e DATA 552,889,268,499,560,258,197,428 

,689,901,466,858,142,564,945,8192 

150 DATA 262,577,303,588,587,442,601,2 

5,583,187,304,707,379,95,789,6269 

300 DATA 680,629,906,375,386,397,408,6 

55,591,167,26,5220 






Put a Monkey Wrench 
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Order your MONKEY WRENCH II today and ' ., 

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• Line numbering 

• Renumbering basic line numbers 

• Deletion of line numbers 

• Variable and current value display 

• Location of every string occurrence 

• String exchange 

• Move lines 

• Copy lines 

• Up and down scrolling of basic programs 

• Special line formats and page numbering 

• Disk directory display 

• Margins change 

• Home key functions 

• Cursor exchange 

• Uppercase lock 

• Hex conversion 

• Decimal conversion 

• Machine language monitor 

• DOS functions 

• Function keys 

The MONKEY Wf^ENCH II also contains a machir _ 
language monitor with 16 commands thai can be used 
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CIRCLE #108 ON READER SERVICE CARD 



ISSUE 22 



ANALOG COMPUTING 



PAGE 21 



Spanish 
Study 
Guide 



16K Cassette or Disk 



by Larry Nocella 



This Spanish Study Guide program should help 
you increase your Spanish vocabulary. You'd better 
know your words well, because there is no special 
order the words are learned in. 

Sometimes a word you have learned — or want to 
learn — may have a different gender than the one 
you are familiar with. Such a word is purpula or pur' 
pulo (purple). After CHECKing the program and mak- 
ing sure it works, you may change the DATA state- 
ments to suit yourself. You can even change them to 
German or French. Also, some words may have more 
than one meaning. To find out which meaning is in 
the program, just take a look at the DATA statements 
and change it if you like. Miercoles (Wednesday) does 
have an accent over the e, but not in the program. 
This is the only word which should have an accent. 

When you RUN the program, you will be asked 
for Spanish to English or vice versa. In the first op- 
tion, the computer prints the Spanish word, and you 
must type the English equivalent and press the RE- 
TURN key. The second option is printed the other 
way around. 

After you choose one of these, the main menu will 
come up. Press the number of words you would like 
to learn. You will then be asked a question; type the 
answer and press RETURN. When you have been 
asked all the words in that section, you'll return to 
the main menu. The computer keeps score for you. 

I hope this program works for you as well as it did 
for me. D 



le REM KKKKKlClCmiKKMKlCMKKMmClCMMKMMlt 

11 REM * « 

12 REM * SPANISH STUDY GUIDE « 

13 REM « » 

14 REM * bviLarry Nocella * 

15 REM « Idea: Andrew Hodarczyk * 

16 REM MMMKKlCXKMKKMKldCltKKlCKKKKlClCKK 

17 DIM N$C151,A5C15]i,a$C15),RNC153 
20 POKE 710,0:P0KE 709,14:? "« 4*+* 
} ENGLISH TO SPANISH" 

25 ? " ** C2J SPANISH TO ENGL ISH":? 
* TYPE THE NUMBER, THEN PRESS aiiBQCD"; 
TRAP 2e:INPUT ON:IF 0N<1 OR 0N> 2 " 



30 
EN 
35 
38 
40 
50 



CI 



TH 



20 

IF 0N=1 THEN 

IF 0N=2 THEN 

TRAP 40000 

QR=e:THING=0 



C0N=315 
C0N=371 



100 GRAPHICS 0:P0KE 709, 14: POKE 710,64 
: POKE 752 , 1 : OR=(lR+RITE : THING=THIHG*THN 


110 ? " SPANISH STUDY GUIDE - MAIN M 
ENU":? 
115 ? 
120 ? 
125 ? 
130 ? 
135 ? 
140 ? 
145 ? 
150 ? 
160 ? 
52,1 
162 ? 
Of 



by: Larry Nocella" 
? "^CIJ Days of the week" 
M2} Verbs" 

Months of the Year" 

Nouns" 

Colors" 

Adjectives" 

Exit this prograM" 



"M4J 
"M5J 
"K6J 
"H7> 



"> PRESS A NUMBER KEY" : POKE 7 
gHgaB:";ORJ" right out 



THING 

165 OPEN lll,4,0,"K:" 

170 GET tti,Z:IF Z<49 OR Z>55 THEN GOSU 
B 200: GOTO 170 
175 CLOSE ttl 
180 RITE=0 

185 ON Z-48 GOTO 300,500,700,900,1100, 
1300,210 

200 FOR 1=30 TO e:SOUND 0,I,10,15:F0R 
XX=1 TO 20:HEHT KX:NEKT I:SOUND 0,0,0, 
0: RETURN 

210 ? "H;4**BVE«-BYE! ,ADIOS!" 
215 POKE 752,0: END 



PAGE 22 



ANALOG COMPUTING 



ISSUE 22 



«* LOS DIA5 DE LA 
":LM0i:139 



3e0 POKE 710,113:? 
5EHANA" 

305 ? ■■ 

3:THM0=7 

310 ? " THE DAYS OF THE WEEK":? :GOTO 

400 

315 REM MKKKMKKKKMMKXKKKMIOCKKKICMKMMKIC 

316 POKE 752,0 

317 FOR R=l TO THMO 

320 H$=" '•:A$=N$ 

325 RESTORE LN04RN(R) 

330 READ HS,AS 

335 ? :? •' "',R;".";H$i" in English is 

"; : INPUT OS 

340 IF 0S = A5 THEN ? " lUMUU" : GOSUB 20 

0:HITE=RITE+l:GOTO 355^^^ 

350 ? :? "Sorry, But the answer is "jAS 

355 NEKT R 

360 ? :? " YOU got ";RITE;" right out 

of ";THNO;"»"; 

365 FOR KX=1 TO 800: NEKT KX 

370 GOTO 180 

371 POKE 752,0 

372 FOR R=l TO THNO 

374 NS=" ":AS=HS 

376 RESTORE LNO+RNCR} 

378 READ HS,A$ 

380 ? :? "^";R;".";AS;" in Spanish is 

"; : INPUT QS 

382 IF QS=NS THEN ? " (iUeJUUU" : GOSUB 20 
0:RITE=RITE+l:GOTO 355 
384 ? :? "Sorry, But the answer is ";nS 
386 NEKT R 

388 ? :? " You got "jRITE;" right out 
Of "jTHHO;"!"; 

389 FOR HK=1 TO 800: NEKT KX 

390 GOTO 100 

400 FOR 1=1 TO THN0:RN(I)=I:NEXT 1 

410 FOR 1=1 TO THNO 

415 THP=INT(RND(l)«THNO]Hhl 

420 F=RN CI) : RN CI) =RH CTMP) : RN CTMP) =F 

425 NEKT I 

430 GOTO CON 

500 POKE 710,208:? "H4 VERBOS" 

510 ? " --" 

520 ? " VERBS ":THNO=15:LN0=2O27 

530 GOTO 400 

700 POKE 710,36:? "H* LOS MESES DEL AN 

0" 

705 ? " "I 

710 ? " THE MONTHS OF THE YEAR" 
715 THN0=12:LN0=2e06:G0T0 400 
900 POKE 710,42: POKE 709,2 
910 ? "n* NOMBRES" 

915 ? " ":? " NOUNS" 

920 LN0=2e43 

930 THN0=15:G0T0 400 

1100 POKE 710,100:? "H* LOS COLORES" 

1110 ? " " 

1120 ? " THE COLORS" 
1130 THN0=9:LH0=2018:60T0 400 
1300 POKE 710,8:P0KE 709,2 
1310 ? "H* ADJECTIUOS" 

1320 ? " ":^ •■ ADJECTIVES" 

1330 THN0=15:LN0=2058 ""Jti. ixvt^ 
1340 GOTO 400 

1999 REM K** SPANISH THEN ENGLISH ««« 

2000 DATA DOMINGO, SUNDAY 

2001 DATA SABADO, SATURDAY 

2002 DATA HIERCOLES, WEDNESDAY 

2003 DATA MARIES , TUESDAY 

2004 DATA VIERNES, FRIDAY 

2005 DATA JUEVES , THURSDAY 

2006 DATA LUNES, MONDAY 

2007 DATA MAYO, MAY 

2008 DATA JUNTO, JUNE 

2009 DATA SEPTIEMBRE , SEPTEMBER 

2010 DATA ABRIL, APRIL 
2811 DATA ENERO, JANUARY 

2012 DATA DICIEMBRE, DECEMBER 

2013 DATA FEBRERO, FEBRUARY 

2014 DATA AGOSTO, AUGUST 

2015 DATA MARZO, MARCH 

2016 DATA OCTUBRE, OCTOBER 

2017 DATA JULIO, JULY 

2018 DATA NOUIEMBRE, NOVEMBER 

2019 DATA AZUL,BLUE 



2020 DATA ROJO,RED 

2021 DATA BLANCO, WHITE 
2822 DATA VERDE, GREEN 

2023 DATA NARANJA, ORANGE 

2024 DATA AMARILLO, YELLOW 

2025 DATA PURPULA, PURPLE 

2026 DATA NEGRO, BLACK 

2827 DATA GRIS,GREV 

2828 DATA GANAR,TO WIN 
2029 DATA COMPRAR , TO BUY 
2830 DATA NADAR,TO SWIM 

2031 DATA LEER, TO READ 

2032 DATA VER,TO SEE 
2833 DATA VIVIR,TO LIVE 

2034 DATA LLEGAR,TO ARRIVE 

2035 DATA PASAR,TO PASS 

2036 DATA TRABAJAR,TO WORK 

2037 DATA ESCRIBIR,TO WRITE 

2038 DATA HABLAR,TO SPEAK 

2839 DATA TOCAR,TO TOUCH 

2840 DATA COMENZAR,TO BEGIN 

2841 DATA ESOUIAR,TO SKI 

2042 DATA ESTAR,TO BE 

2043 DATA PERDER,TD LOSE 

2044 DATA PAROUE,PARK 

2045 DATA PUEBLO, TOWN 
2846 DATA CASA, HOUSE 
2047 DATA CARNE,MEAT 
2848 DATA TECHO,ROOF 

2049 DATA MUCHACHO,BOY 

2050 DATA MUCHACHA, GIRL 

2051 DATA DINERO, MONEY 

2052 DATA PADRE, FATHER 

2053 DATA MADRE, MOTHER 
2854 DATA DEPORTE, SPORT 

2055 DATA PELOTA,BALL 

2056 DATA PARTIDO,GAME 

2857 DATA TORO.BULL 

2858 DATA MESA, TABLE 

2859 DATA FEO,UGLY 
2060 DATA BAJO, SHORT 

2861 DATA ALTO, TALL 

2862 DATA MAL,BAD 

2863 DATA FRESCO, FRESH 

2064 DATA BUENO,GOOD 

2065 DATA CIERTO,TRUE 

2866 DATA FALSO, FALSE 

2867 DATA ANCHO,WIDE 

2068 DATA POBRE,PODR 

2069 DATA FUERTE , STRONG 

2070 DATA BONITA , PRETTY 

2071 DATA GUAPO, HANDSOME 

2872 DATA HUMILDE , HUMBLE 

2873 DATA AMERICANO , AMERICAN 



CHECKSUM DATA. 

(see page 43) 



10 DATA 519,32,475,38,243,720,537,981, 
927,19,717,987,998,916,229,8338 
100 DATA 970,947,722,54,141,465,189,46 
1 , 984 , 390 , 613 , 88 , 281 , 714 , 661 , 7680 
i?*'-,S5^'* 694,313,909,719,650,452,295,8 
81,790,781,822,901,136,749,717,9889 
340 DATA 267,846,770,598,661,788,794,8 
If A^^Si^^^, 769, 720, 320, 885, 780, 10025 
il^oES^'' ^^2 , 671 , 714 , 773 , 808 , 525 , 707 , 7 
^f A^S^4^I''?i5^5i"^ ' ^«6 ' 553 , 224 , 10070 
710 DATA 187,723,205,608,78,686,636,51 
?4i2*A55^'^53'^13'^^*'270,791,7004 
1340 DATA 884,982,449,690,89,422,484,7 
SSi i®Si5®® ' ''53 ' 378 ' 916 , 251 , 997 , 8953 
?S*?«S'*I5»^24,225,14,781,804,170,857,5 
68 ,199 , 949 , 411 , 775 , 544 , 925 , 913 , 8859 
?S!^=2ST5^!3*''^»2, 129, 267, 614, 194:518, 
182,597,859,552,393,742,480,866,7097 
??2^^£5^5,315,983,995,744,739,769,253, 
135 , 263 , 273 , 301 , 383 , 932 , 308 ,938,8251 
2058 DATA 732,509,793,847,208,244,708, 
i2i4^^2^I*'544?'"«'"3'399'-»26'8773 ' 
2873 DATA 43,43 



ISSUE 22 



ANALOG COMPUTING 



PAGE 23 




Math Attack 



32K Cassette or 48K Disk 



by Manny Miller 



Math Attack is a fast-paced, joystick-operated 
mathematical game for one or two players. The game 
features randomly-generated problems in addition, 
subtraction and multiplication at four levels of dif- 
ficulty. These various levels of play are also accom- 
panied by several different playing speeds. All game 
conditions feature plentiful graphic and sound effects. 

The game play consists of one or two graphic men 
standing on either side of the display screen. They 
are on a golden-colored platform and have three 
blocks above their heads. A randomly-generated prob- 
lem is placed beside the men, and one of the digits 
of the answer is replaced by a randomly-generated 
digit, which can be changed by a joystick controller. 
In order to effect a change, the joystick must start 
in the neutral position, then may be moved to the 
up position for each digital increment. 



While a player manipulates the joystick, a probe 
advances toward the player's man at a game-selectible 
speed. Whenever a player thinks he has chosen the 
correct digit for the answer, he should press his joy- 
stick's fire button. If the digit is correct, the player's 
man will shoot down the advancing probe, and a new 
probe will appear at the starting position. However, 
if the digit chosen is incorrect, or if the probe hits 
a block due to lack of response, the block is destroyed, 
and the probe continues from that position. If the 
probe should hit or fire a missile at a man, the man 
is disintegrated, and game participation is over for 
that player. The game continues until either the 
players are eliminated or ten problems have been 
generated for a player (ten problems for a one -player 
game, twenty for a two-player game). 

(continued on page 25) 



THE GAME YOU CAN GET 



TT 



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(£: \ 



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T 






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If you thought Egypt was the home of the P}'ramids, wait until you get 
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Far more than mere chambers of wonder, these chambers are filled with 
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timeless tradition of the most daring expeditions, you'll pack a pistol, plenty of ammo 
and a whip to crack the curse of the pyramids. Earthquakes rumble along 
cavernous passageways. Walls crumble and crackle with gunfire. Your mission is 
to make it through all 91 chambers and 13 levels. And then make off with 
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Cool reflexes, uncanny instincts and the courage to use them. 
Lost Tomb™ Can you unravel the mystery? 

Available now for Atari, Commodore 64, Apple 
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software retailer for Lost Tomb™ and to learn of 
other great programs from Datasoft® send for a 
free consumer catalog. 




Datasoft is a registered trademiirk of Dnl;usoft, Inc. 
Lost 'Ibiiib is a irademark of Stem® Eleclronics. 
© 1984 Datxsofi, Inc. ' 



By 



19808 Nordhoff Phice. CliaLsworlh, CA 9rill Phone (818) 701-5161 
CIRCLE #109 ON READER SERVICE CARD 



ISSUE 22 



ANALOG COMPUTING 



PAGE 25 



Game equipment. 

The following items are needed in order to play 
Math Attack: (1) an Atari 400 or 800 personal com- 
puter with at least 24K of RAM for cassette opera- 
tion or 32K or RAM for a disk drive; (2) BASIC 
language cartridge; (3) black-and-white or color TV 
or monitor; (4) one or two joystick controllers (joystick 
1 is placed in port 1 and joystick 2 in port 2). 

Playing the game. 

After typing or loading the program into memory, 
use the RUN command to begin program execution. 
The computer will display the title page for several 
seconds, then the game conditions screen is shown. 
The special function keys of the Atari are used to 
choose game conditions. There are eight speed op- 
tions which can be chosen. Options 1 through 6 will 
give a fixed speed setting throughout the game, with 
option 1 representing the slowest speed and option 
6 the fastest. Options 7 and 8 will cause the speed 
to slowly increase for each number generated, with 
speed 8 being faster-paced than 7. 

The levels of difficulty range from 1 through 4 for 
each operation, with level 1 representing the easiest 
level and 4 the hardest. 

Pressing the START key draws the game display 
and starts the game. During play, the game conditions 




Math Attack. 

display can be re-accessed while the probes are travel- 
ling down the screen (making a thumping sound), by 
first depressing the SELECT key and, while doing so, 
pressing the fire button of an active joystick. The con- 
ditions display can also be shown after a game by 
pressing only the SELECT key. D 

(Listing starts on next page.) 



Program Description, 



Lines 10-73 — Set up title page. 

Lines 75 - 295 — Set up font. 

Lines 305 - 410 — Read in m/1 routine. 

Lines 452 - 585 — Initialize variables. 

Lines 500 - 780 — Game conditions display 
and subroutines to change game conditions. 

Lines 900 - 950 — Subroutine to set up font. 

Lines 1000 - 1990 — Set up P/M graphics, 
certain game parameters for speed and perform 
certain factors for a one- or two -player game. 

Lines 2000 - 2085 — Main control for two 
players. 

Lines 2100 - 2185 — Control when only left 
player remaining or for a one-player game. 

Lines 2200 - 2285 — Control for only right 
player in game. 

Lines 2500 - 2625 — Print message at end 
of successful game. 

Lines 2800 - 2820 — Subroutine to choose 
factor for generating numbers. 

Lines 2900 - 2930 — Message displayed if 
maximum problems are not obtained. 

Lines 3000 - 3049 — Subroutines to generate 



the randomly generated problems and draw them 
to the screen. 

Lines 3500 - 3650 — Subroutines to set up 
screen display. 

Lines 3700 - 3750 — Subroutine to draw 
probe A (missile player 0). 

Lines 3800 - 3850 — Subroutine to draw 
probe B (missile player 1). 

Line 4000 — Set up players 2 and 3 (lines for 
problems). 

Lines 5000 - 6160 — Subroutines and pro- 
gram sections for evaluating, answer, choosing 
wrong answer, time expiring or going back to 
game display. 

Lines 6200 - 6495 — Subroutines for choos- 
ing right answer. 

Lines 7000 - 7300 — Subroutines to zero 
parts of P/M area. 

Lines 8000 - 8930 — Subroutines to draw 
various positions of graphics men. 

Line 9000 — Subroutine to return to game 
conditions display. 

Lines 9120 - 9500 — Zero P/M parameters. 



PAGE 26 



ANALOG COMPUTING 



ISSUE 22 



1 KEM MKMXMMMKMICKKKKKICKKKIC 

2 REM * MATH ATTACK « 

3 REM * BY MANNY MILLER K 

4 REM « ANALOG COMPUTING « 

5 REM KKMKKlCICKKMKlCICMlClCmCKK 

10 SETCOLOR 4,8,14:SETCDL0R 0,3,8:SETC 

OLOR 1,3,8:SETC0L0R 2,8, 8 : SETCOLOR 3,0 

,0 

50 RAMT0P=PEEKCie6) 

60 POKE 106,RAMT0P-8 

65 GRAPHICS 18 

71 POSITION 4,3:? tt6;"MaEE! At|BCk"':POS 

ITION 9,4:? ttOj-mO": POSITION 4,5:? tt6; 

"MaOHY tiOlLeS" 

73 POSITION 3,7:? t»6j"Co3!f|Rita3T 0904" 

75 CHBAS=RAMT0P-4 

80 ADDR=CHBAS«256 

90 FOR K=0 TO 511 

100 POKE ADDR+X,PEEKC57344+X> 

110 NEXT X 

120 CHAR=4:N=55:G0SUB 900 

130 CHAR=12:N=7:G0SUB 900 

140 CHAR=14:N=7:G0SUB 900 

160 CHAR=42:N=7:G0SUB 900 

170 CHAR=49:N=7:G0SUB 900 

180 CHAR=54:N=7:G0SUB 900 

184 CHAR:=31:N=7:G0SUB 900 

185 CHAR=53:N=:7:G0SUB 980 
190 CHAR=58:N=47:G0SUB 900 

215 DATA 231,231,231,231,231,231,195,1 

95 

220 DATA 7,7,6,6,6,6,6,4 

225 DATA 224,224,96,96,96,96,96,32 

230 DATA 3,7,14,28,56,32,0,0 

235 DATA 192,224,112,56,28,4,0,0 

240 DATA 255,127,0,0,0,0,0,0 

245 DATA 255,254,0,0,0,0,0,0 

250 DATA 7,7,0,0,0,8,0,8 

253 DATA 224,224,0,0,0,0,0,0 

263 DATA 0,4,6,6,6,6,6,6 

265 DATA 0,32,96,96,96,96,96,96 

268 DATA 0,1,3,7,15,28,56,8 

278 DATA 255,231,195,129,0,8,0,0 

273 DATA 0,128,192,224,240,56,28,0 

275 DATA 0,0,0,24,24,0,0,0 

278 DATA 0,0,68,68,68,68,8,8 

280 DATA 8,126,126,126,126,126,126,8 

285 DATA 24,24,68,68,126,126,255,255 

298 DATA 8,8,8,126,98,182,126,24 

295 DATA 255,255,255,255,255,255,255,2 

55 

305 FOR X31536 TO 1548: READ N:POKE X,N 

:NEXT X 

310 DATA 184,168,8,288,177,285,136,145 

,205,208,288,247,96 

315 FOR X=1549 TO 1561:READ NrPOKE X,H 

:NEXT X 

328 DATA 184,160,255,136,177,205,288,1 

45,205,136,208,247,96 

325 FOR X::1562 TO 1758:READ H:POKE X,H 

:NEKT X 

330 DATA 104,169,15,285,128,2,208,5,16 

9,1,141,244,6,169,15,205,123,2,208,5,1 

69,1,141,245,6,169 

340 DATA 14,205,120,2,288,34,169,1,285 

,244,6,288,27,169,8,141,244,6,168,8,16 

9,89,289,283,288,7 

358 DATA 169,88,145,203,76,92,6,177,20 

3,178,232,138,145,203,169,14,205,123,2 

,288,34,169,1,285,245,6 

360 DATA 288,27,169,8,141,245,6,168,8, 

169 , 89 , 289 , 287 , 288 , 7 , 169 , 88 , 145 , 287 , 76 

,133,6,177,287,178,232 

378 DATA 138,145,287,173,248,6,285,132 

,2,288,6,169,1,141,246,6,96,173,249,6, 

285,135,2,288,6,169 

388 DATA 2,141,246,6,96,173,247,6,56,2 

29,28,48,4,24,76,27,6,24,169,239,141,1 

,210,173,252,6,133 

398 DATA 286,32,14,6,173,253,6,133,286 

,32,14,6,238,258,6,238,251,6,169,0,141 

,1,210,133,20,205 

488 DATA 6,288,248,1,96,285,7,288,248, 

1,96,76,27,6 

485 FOR X=1759 TO 1769:READ N:POKE X,N 

:NEXT X 

410 DATA 104,174,254,6,32,1,6,202,208, 

258,96 



452 DIM SlSClSeJ, BLOCK C10J,Flt4, 53, F2C 

4,51,F3C4,5),F4C4,5J,0P5C1} 

454 DIM ANS$(1),ANS1$<3) 

460 S15="00« < </// CCCCC({C(C(CCCC(C(C(/ 

///////////////////<««<////////////< 

<<<<<QQ««Q« 

465 SIS C84 , 159J ="QQO< </// C(tC((((((((C 

ttCCCttCCtCCC//////<<<<<<QQQ«QQQQQOQQQ 

«QQQOOQ<< <<<<<<<■■ 

470 BLOCK (1} =63 : BLOCK t2} =59 : BLOCK C3) =5 

8 : BLOCK (41 =58 : BLOCK (5) =32 : BLOCK C6} =32 : 

BLOCK (7} =32: BLOCK C8) =32 

475 Fl CI , 1 J =6 : F2 CI , 1) =0 : F3 CI , IJ =5 : F4 CI 
, 1 J =0 : Fl CI , 21 =9 : F2 CI , 2 J =1 : F3 CI , 2 J =9 : F4 
CI, 21=1 

476 F1C1,31=41:F2C1,31=10:F3C1,31=40:F 
4Cl,31=10:FlCl,41=5e:F2Cl,41=50:F3Cl,4 
1=50:F4C1, 41=50 

477 F1C2,11=6:F2C2,11=0:F3C2,11=5:F4C2 
,11=8:F1C2,21=9:F2C2,21=1:F3C2,21=9:F4 
C2,21=l 

478 F1C2,31=90:F2C2,31=18:F3C2,31=9:F4 
C2,31=1:F1C2,41=98:F2C2,41=18:F3C2,41= 
98;F4C2, 41=18 

479 Fl C3 , 11 =6 : F2 C3 , 11 =8 : F3 C3 , 11 =6 : F4 C3 
,ll=e!FlC3,21=7:F2C3,21=6:F3C3,21=7:F4 
C3,21=6 

488 F1C3,31=13:F2C3,31=13:F3C3,31=13:F 

4C3,31=13:F1C3,41=90:F2C3,41=18:F3C3,4 

1=9:F4C3,41=2 

485 PLAYERS=2 : OPS="+" : 0PER=1 : LEUEL=1 : 

PERSUB=38e8:SPEED=2:P0KE 1791,80 

500 GRAPHICS 18 

POKE 756,224 

POKE 16,64:P0KE 53774,64 

SETCOLOR 0,0,0 
2,0,14 
4,9.4 



585 
518 
515 
528 
525 
538 
535 



SETCOLOR 

SETCOLOR 

? «6 

POSITION 

aaHB"; PLAYERS 

540 POSITION 8,4:? 

GB"r SPEED 

545 POSITION 0,6:? tt6 

UEER" ;0P$ 

550 POSITION 
DB"; LEVEL 
555 POSITION 

agoo" 

PEEKC532791 
PEEKC532791 
PEEKC532791 
PEEKC532791 
PEEKC532791 



GAME CONDITIONS: 



0,2:? n6;"l!iail!L! miOiSXi 

ner'amn ciiBaiiii 

Qlli ^ aOHiOIIIEII 
8,8:? tt6;"aB t^ mSSBSMSB 
0,10:? tt6;"aiaDQ SIS EIE IE 



560 
570 
580 
590 
595 
596 
598 
680 



:3 
:5 
:l 
:2 
:6 



THEN 
THEN 
THEN 
THEN 
THEN 



GOSUB 
GOSUB 
GOSUB 
GOSUB 
1088 



600 
650 
700 
750 



IPOSITI 
IPOSITI 



IF 

IF 

IF 

IF 

IF 

FOR N=l TO 100:NEXT N 

GOTO 560 

IF PLAVERS=1 THEN PLAYERS=2 I 
ON 19,2:? tt6; PLAYERS: RETURN 
610 IF PLAYERS=2 THEN PLAYERS=1: 
ON 19,2:? tt6; PLAYERS: RETURN 
650 SPEED=SPEED+1 
660 IF SPEED=9 THEN SPEED=1 
670 POSITION 17,4:? ttOjlSPEED 
680 RETURN 

788 IF 0P$="+" THEN OPS="-" : 0PER=2 :OPE 
RSUB=3180: POSITION 19,6:? tt6;0P5 :RETUR 
N 

710 IF 0P$="'-" THEN OP$="X" :0PER=3 :OPE 
RSUB=32e8: POSITION 19,6:? tt6;0PS :RETUR 
N 

720 IF 0P$="X" THEN OPS="*" :0PER=1:0PE 
RSUB=3e8e: POSITION 19,6:? tt6; OPS :RETUR 
N 

730 POSITION 19,6:? tt6;0PS 
740 RETURN 
750 LEVEL=LEyEL+l 
760 IF LEVEL=5 THEN LEVEL=1 
770 POSITION 17,8:? tt6;LEVEL 
780 RETURN 
900 FOR X=8 TO N 
915 P0S=ADDR+CCHARK8} 
920 READ NUM 
930 POKE CP0S+X1,NUM 
948 NEXT X 
958 RETURN 

1880 GRAPHICS 18: POKE 756,CHBAS ; SETCOL 
OR a,10,8:SETC0L0R 1,1,8 : SETCOLOR 2,6, 
6: SETCOLOR 3,14,8 



ISSUE 22 



ANALOG COMPUTING 



PAGE 27 



leie POKE 16,64:P0KE 53774,64 

1820 fl=PEEKCie63-16:P0KE 54279, A : PMBA5 

E=A»256 

1838 POKE 553,62:P0KE 53277,3 

1848 G05UB 9588 

1868 FOR X=177e TO 1788:READ N:POKE K, 

N:NEXT X 

1878 DATA 184,168,8,169,8,145,203,288, 

288,251,96 

1875 GOSUB 7888 

1888 RESTORE 1878 

1898 POKE 53256, 3:P0KE 53257, 3 .'POKE 53 

258,1:P0KE 53259, 1:P0KE e23,4:P0KE 784 

,14:P0KE 785,14:P0KE 786,52 

1895 PR0BLEM=8 : 5C0REA=e : 5C0REB=8 : HRONG 

A=8 : HRONGB=0 : P05A=e3 : P05B=63 : NA=8 : NB=8 

1108 POKE 787,84:P0KE 53278,0 

1105 51=0 

1130 G09UB 3500 

1140 IF PLAYER5=2 THEN GOSUB 3608 

1158 IF SPEED=1 THEM 5=125 

1155 IF SPEED=2 THEM 5=58 

1168 IF SPEED=3 THEM 5=25 

1165 IF SPEED=4 THEM 5=18 

1178 IF SPEED=5 THEM S=5 

1171 IF SPEED=6 THEM S=3 

1175 IF PLAYERS=2 AND SPEED=7 THEM S=6 
3:S1=3 

1176 IF PLAVERS=2 AND SPEED=8 THEN S=4 
2:51=2 

1177 IF PLAVERS=1 AND SPEED=7 THEN S=6 
6:51=6 

1178 IF PLAYERS=1 AND SPEED=8 THEN 5=4 
4:51=4 

1180 GOSUB 4000 

1210 POKE 1788,A+6:P0KE 1789, A+7 

1228 FOR N=l TO LENCSlSj 

1230 J=15 

1240 IF SlSCN,N)=" " THEN J=0 

1250 SOUND 0,ASCCSl$(N)3,ie,J 

1255 FOR T=l TO llNEXT T 

1260 NEXT N 

1265 SOUND 0,0,0,8 

1278 IF PLAYERS=2 THEN 2888 

1288 HR0NGB=5:G0TD 2899 

1998 GOSUB 3788 

2888 GOSUB 3700: GOSUB 3800: POKE 1784,8 

:POKE 1785,8 

2881 GOSUB 2888: GOSUB OPERSUB : GOSUB 33 

88:N4=e:G0SUB 3408 :N4=16 : GOSUB 3400 

2004 PROBLEM=PROBLEM+l: POSITION 9,1:? 

«6 ;"»•'; PROBLEM 

2805 FOR N=l TO 25:S0UND 6, 255,14, 10 :N 

EXT N:50UND 0,0,0,0 

2009 POKE 77,0 

2818 POKE 1782,3:P0KE 1783,5:5=5-51 

2014 N1=160:N2=160:N3=8:G0SUB 8600:N1= 
128 :N2=192:N3=9: GOSUB 8780 

2015 POKE 53248, 50:P8KE 53249,178 
2816 POKE 203,PLACEA2:P0KE 204,PLACEA1 
:POKE 207,PLACEB2:P0KE 208, PLACEBl : NOA 
=8:N0B=8:NA=8:NB=8 

2825 GOSUB 7588 

2838 R=USR(1562) 

2835 IF PEEKC1782J03 THEN POSITION 6, 

3:? tt6;"ANS: ";F8 

2040 ON PEEKC1782) GOSUB 5400,5888,588 

8 

2841 POKE 53278,8 

2858 IF HR0NGA>=4 AND HR0NGB>=4 THEN 2 

988 

2060 IF HR0NGB=4 THEN HR0NGB=5 :GDSUB 2 

188 

28/8 IF HR0NGA=4 THEN NR0NGA=5 : GOSUB 2 

288 

2871 IF PR0BLEH=20 AND PLAYERS=2 THEN 

2500 

2873 IF PEEK 11782) =3 THEN GOTO 2016 

2888 GOSUB 6388: POKE 1782,3 

2085 GOTO 2001 

2899 GOSUB 3708 

2188 POKE 1785,255:P0KE 1784,e:F8R N=7 

TO 10: POSITION 16, N:? 116; NEXT 

N: POSITION 11,8:? tt6;" " 

2101 POKE 53248, 58:P8KE 53249, 8 : G8SUB 

7388:P0SITI0N 6,3:? tt6;" ":POKE 

53278,8 



2183 IF NB=1 THEN 2116 

2184 GOSUB 6388: GOSUB 2800: GOSUB OPERS 
UB: GOSUB 33e8:N4=e:G8SUB 3488 

2185 PR0BLEN=PR0BLEM+1: POSITION 9,1:? 
ft6; "ft"; PROBLEM 

2106 FOR H=l TO 25:S0UND 8,255, 14, 18:N 
EXT N:SOUND 8,8,8,8 

2188 POKE 1782,3 

2189 POKE 77,8 

2110 POKE 1783,5:5=5-51 

2114 N1=168:N2=168:N3=8: GOSUB 8688 

2116 POKE 203,PLACEA2:P0KE 204,PLACEA1 

:PaKE 287, 255: POKE 288,6:N0A=0:N0B=e 

2125 GOSUB 7508 

2130 R=USRC1562) 

2135 IF PEEKC1782)<>3 THEN POSITION 6, 

3:? ff6;"ANS: ";F8 

2148 ON PEEKC1782} G85UB 5488,5888,588 

8 

2144 IF HR0NGA=4 THEN MR0NGA=5: GOSUB 2 
988 

2145 IF PR8BLEM=28 AND PLAVERS=2 THEM 
2588 

2148 IF PR0BLEM=10 AND PLAYERS=1 THEN 

2500 

2173 IF PEEKC1782)=3 THEN POKE 53278,8 

:GOTO 2116 

2175 POKE 53278, 8:P0KE 1782,3 

2185 GOTO 2104 

2200 POKE 1784, 255: POKE 1785, 8: FOR M=7 
TO 10: POSITION 0,N:? »6;" ":NEXT N 

:POSITION 2,0:? tt6;" " 

2201 POKE 53248, 8:P0KE 53249, 178 :G05UB 
7288: POSITION 6,3:? tt6;" ":POK 

E 53278,8 

2283 IF NA=1 THEN 2216 

2284 GOSUB 63eO:G8SUB 2888: GOSUB OPERS 
UB:G85UB 3388 :N4=16: GOSUB 3400 

2205 PROBLEM=PROBLEM+l: POSITION 9,1:? 
116 ;"»"; PROBLEM 

2206 FOR N=l TO 25:S0UND 0,255, 14, ie:N 
EXT N:SOUND 0,8,8,8 

2288 POKE 1782,3 

2209 POKE 77,0 

2218 POKE 1783,5:5=5-51 

2214 N1=128:N2=192:N3=9: GOSUB 8788 

2215 POKE 53248, 8:P0KE 53249,178 

2216 POKE 2e3,255:P0KE 2e4,6:P0KE 207, 
PLACEB2 : POKE 208 , PLACEBl : N0A=8 : N0B=8 
2225 GOSUB 7500 

2238 R=U5RC1562) 

2235 IF PEEK(1782J<>3 THEN POSITION 6, 

3:? tt6;"ANS: ";F8 

2248 ON PEEKC1782) GOSUB 5400,5888,580 



2245 IF HR0NGB=4 THEN NR0NGB=5 : GOSUB 2 

900 

2258 IF PR0BLEM=28 THEN 2588 

2273 IF PEEK (17823 =3 THEN POKE 53278,8 

:GOTD 2216 

2275 POKE 53278, 8:P0KE 1782,3 

2285 GOTO 2284 

2580 GOSUB 72eO:GOSUB 7300:P0KE 53250, 



2505 POSITION 6,3:? tt6;"ANS: ";F8 

2518 POKE 706,0 

2520 FOR N=PMBASE+1648 TO PMBASE+1742: 

POKE N 255: NEXT N 

2525 POSITION 3,4:? tt6;"GAME COMPLETED 

II 

2530 IF HR0NGA<4 THEN Nl=160 :N3=0 :GOSU 

B 8700 

2540 IF WR0NGB<4 THEN Nl=128 : N3=9 :GOSU 

B 8600 

2545 POKE 53250, 120:0=1:P0KE 7e6,24:P0 

KE 623,1 

2550 POSITION 9,5:? tt6;"t 

2555 POSITION 9,6:? tt6;"h 

2560 POSITION 9,7:? »6;"e " 

2565 POSITION 9,8:? tt6;" e" 

2578 POSITION 9,9:? WO;" n" 

2575 POSITION 9,10:? n6;" d" 

2588 K=255:F0R N=14 TO STEP -2:P0KE 

786,N:G0SUB 6000:NEXT N:SOUND 8,8,8,8 

2598 FOR N=PMBASE+1649 TO PMBASE+1742: 

POKE N 

2608 FOR J=250 TO STEP -0:SOUND 0,J, 

14,12:NEXT J:0=0+1 



PAGE 28 



ANALOG COMPUTING 



ISSUE 22 



2604 NEXT N 

2605 FOR N=94 TO 130 

2606 FOR J=250 TO 3TEP -0:50UND 0,J, 
14,12:NEMT J:0=0+1:NEKT N:SOUND 0,0,0, 


2620 IF PEEK(53279J-5 THEM 9000 

2625 GOTO 2620 

2800 F5=INTCFlC0PER,LEUEL)»RNDflJ3*F2( 

OPER,LEMELJ 

2810 F6=INT(F3 COPER, LEUEL}«RND(1)}+F4C 

OPER, LEVEL! 

2820 RETURN 

2900 POSITION 6,3:? »6;"AN5: ";F8 

2910 POSITION 0,4:? tt6;" GAME STOPPED 

AT lf';PROBLEM 

2920 IF PEEK 153279) =5 THEN 9000 

2930 GOTO 2920 

3000 F8=F5+F6: RETURN 

3100 IF F5<F6 THEN TEMP=F5 : F5=F6 : F6=:TE 

MP 

3120 F8=F5-F6 

3130 RETURN 

3200 F8=F5*F6 

3230 RETURN 

3300 F0=INT(RNDC1}M10) 

3320 ANS15=STR5CF8J 

3325 PLACE=1 

3330 IF (LENtANSl$)=2 OR LEN CANS1J:)=3) 
THEN PLACE=:INT<RNDtlJ*2}+l 

3331 IF LENCANS1$)=:3 THEN PLACE=2 
3334 ANSS=ANS15 CLEN (ANSIS) -PLACE+1 , LEM 
(ANS15)-PLACE+1) 

3340 SCREEN=PEEKC88)+256»PEEKt89) :REM 
CALCULATE SCREEN ADDRESS 
3365 PLACEA1=INT C CSCREEN+4-PLACE+180) / 
256) : PLACEA2= CSCREEN+4-PLACE+180) -PLAC 
EA1»256 

3370 PLACEB1 = INT t tSCREEN+20-PLACE+180) 
/256) :PLACEB2=CSCREEN+20-PLACE+180)-PL 
ACEB1«256 
3380 RETURN 

3400 POSITION 4-LEHtSTRS(F5))+N4,7:? tt 
6;STRS(F5) 

3430 POSITION 2-LEN tSTR$CF6)) +N4,8 :? tt 
6;0P$;" ";F6 

3440 POSITION 4-LEN CAHSlS)+N4 ,9 : ? tt6;A 
NSlS 

3450 COLOR F0+16:PLOT 4-PLACE+N4,9 
3460 COLOR 93:PL0T 4-PLACE+N4, 10 
3479 RETURN 

3500 POSITION 0,0:? lt6;"A 
3520 POSITION 0,1:? S6;SC0REA 
3530 FOR N=0 TO 19:C0L0R BLOCK (1) ^64 :P 
LOT N,ll:NEXT N 

3540 FOR N=5 TO 10:C0L0R BL0CKC1)+64:P 
LOT 9,N:COL0R BLOCK tl) +64 : PLOT ie,N:NE 
KT N 

3550 Nl=16e:N2=160:N3=0:G0SUB 8000 
3560 COLOR BLOCK tl) +32 : PLOT 5, 5: COLOR 
BLOCK (1)+64:PL0T 5,6:C0L0R BL0CKCl)+32 
:PLOT 5,7 
3570 RETURN 

3600 POSITION 17,0:? tt6;"b" 
3620 POSITION 17,1:? ttOjSCOREB 
3630 N1=128:N2=192:N3=9:G0SUB 8000 
3640 COLOR BLOCK tl) +32 : PLOT 14,5:C0L0R 
BLOCK (1) +64: PLOT 14,6:C0L0R BL0CKtl)+ 
32:PL0T 14,7 
3650 RETURN 

3700 IF WR0NGA>=4 OR PR0BLEM=28 OR tPR 
OBLEM=ie AND PLAYERS=1) THEN RETURN 
3705 FOR H=PMBASE+1576 TO PMBASE+1578: 
POKE N,254:NEXT N 

3710 FOR M=PMBASE+1579 TO 1581+PMBASE: 
POKE N 124:NEKT N 

3720 FOR N=PMBASE+1582 TO PMBASE+15&4 : 
POKE N, 56: NEXT N 

3730 FOR N=PMBASE+1585 TO PMBASE+1590 : 
POKE N,16:NEXT N 

3740 POKE 53250, 85: POKE 1786,0 
3750 RETURN 

3800 IF HR0NGB>=4 OR PR0BLEM=20 THEN R 
ETURN 

3805 FOR H=PMBASE+1832 TO PMBASE+1834 : 
POKE N, 254: NEXT N 

3810 FOR N=PMBASE+1835 TO PMBASE+1837 : 
POKE N, 124: NEXT N 



3820 FOR N=PMBASE+1838 TO PMBASE+1840: 

POKE N 56: NEXT N 

3830 FOR N=PMBASE+1841 TO PMBASE+1846: 

POKE N,16:NEXT N 

3840 POKE 53251, 157: POKE 1787,0 

3850 RETURN 

4000 POKE PMBASE+1199,254:P0KE PMBASE+ 

1200,254:P0KE PMBASE+1455, 254 : POKE PMB 

ASE+1456,254:RETURN 

5000 IF PEEK (53254)00 THEN MRONGA=MRO 

NGA+l:NOA=l:NA=l 

5020 IF PEEKt53255)<>e THEN NRONGB=MRO 

NGB+l:NOB=l:NB=l 

5025 K=250:P0KE PMBASE+768+58+PEEK tl79 

0),0:GOSUB 7100 

5028 IF N0A=1 THEN P0SA=P0SA+17 

5029 IF N0B=1 THEN P0SB=;P0SB+17 

5030 FOR N=l TO 8 

5035 IF N>4 THEN N5=0:N6=0 

5840 IF N0A=1 AND HR0NGA<4 THEN COLOR 

BLOCK (N)+N5: PLOT 5,HR0NGA+4 

5050 IF N0B=1 AND HR0NGB<4 THEN COLOR 

BLOCK tN)+N6: PLOT 14,NR0NGB+4 

5060 IF MR0NGA=4 THEN SETCOLOR 2,0,16- 

2«N : Nl=160 : N2=16e : N3=0 : GOSUB 8200 

5070 IF HR0NGB=4 THEN SETCOLOR 3,0,16- 

2*N : Nl=128 : N2=192 : N3=9 : GOSUB 8200 

5080 GOSUB 6000: NEXT N 

5090 SOUND 0,0,0,0:SOUND 1,0,0,0 

5095 IF MR0NGA=4 THEN FOR T=8 TO 10:P0 
SITION 4,T:? tt6;" "■:NEXT T 

5096 IF HR0NGB=4 THEN FOR T=8 TO 10:P0 
SITION 13, T:? «6; NEXT T 

5100 IF HR0NGA=4 OR HR0NGB=4 THEN GOSU 

B 6100 

5150 RETURN 

5400 IF PEEK(53279)=5 THEN POP :60T0 9 

000 

5410 IF UALtANSS)=PEEKtSCREEN+4-PLACE+ 

180) -80 THEN GOSUB 6200: RETURN 

5415 GOSUB 5508 

5420 RETURN 

5500 POSITION 2,0:? tt6;"HR0NG" 

5505 POKE 53252, 92:MR0NGA=HR0NGA+l:P0K 

E 206, A+3 

5508 FOR N=100 TO 110:S0UND 0,N,6,15:N 

EXT N:SOUND 0,0,0,0 

5510 NOA=l:POKE 1764,14 :POKE 1790, POSA 

-PEEK (1786) :POKE PMBASE+768+58+PEEK (17 

86),3:R3USR(1759) 

5515 GOSUB 5025 

5530 RETURN 

5800 IF PEEK (53279) =5 THEN POP :G0T0 9 

000 

5810 IF MAL{ANS5)=PEEK(SCREEN+20-PLACE 

+180)-8e THEN GOSUB 6400:RETURN 

5815 GOSUB 5900 

5820 RETURN 

5900 POSITION 11,0:? tt6;"HR0NG" 

5905 POKE 53253, 163 :i4R0NGB=HR0NGB+l:P0 

KE 206, A+3 

5908 FOR N=100 TO 110:S0UND 0,N,6,15:N 

EXT N:SOUND 0,0,0,0 

5910 N0B=l:P0KE 1764,14:P0KE 1790, POSB 

-PEEK (1787) :POKE PMBASE+768+58+PEEK (17 

87), 12 ;R=USR (1759) : GOSUB 5025 

5920 RETURN 

6080 FOR J=K TO STEP -10 

6010 SOUND 0, J, 14, 15 

6020 IF HR0NGA=4 OR HR0NGB=4 THEN SOUN 

D 1, J, 12, 10 

6030 NEXT J:K=ABS(K-50) 

6040 RETURN 

6100 FOR N=l TO 25: NEXT N 

6110 FOR N=14 TO STEP -2 

6120 IF HR0NGA=4 THEN POKE 706, N 

6130 IF MR0NGB=4 THEN POKE 707, N 

6140 FOR J=l TO 10: NEXT J 

6150 NEXT N 

6155 IF HR0NGA=4 THEN GOSUB 7200 

6158 IF HR0NBB=4 THEN GOSUB 7300 

6160 RETURN 

6200 5C0REA=SC0REA+10:P0SITI0N 0,1:? tt 

6;SC0REA:P0SITI0N 2,8:? tt6;"RIGHT" 

6210 N3=0:Nl=160;N2=ieO: GOSUB 8800 

6213 FOR N=100 TO 110:S0UND 0,N,6,15:N 

EXT N:SOUND 0,0,0,0 



ISSUE 22 



ANALOG COMPUTING 



PAGE 29 



6215 POKE 1790, 118-PEEK C1786) : POKE PMB 
A5E+768+150,3:P0KE 53252, 84 : POKE 286, A 

6218 POKE 1764,1 

6225 R=U5HC1759} :POKE PMBA5E+768+158- C 

118-PEEKtl786)),8:G05UB 7180 

6240 L=86:VP05=PEEKfl786J 

6245 POKE 206,AH^6:P0KE 1764,14:P0KE 17 

90, 5 .'FOR T=250 TO UP05 5TEP -5 

6250 SOUND 0, T, 14, 8 : SOUND 1,T,12,8 

6255 R=USRC1759J :POKE 53258, L :L=L+1 :NE 

XT T:SOUND 0,e,e,8:S0UND 1,0,8,0 

6259 FOR 1=100 TO 208: SOUND 0,1,0,15-1 

NTCCI-100)/6.66Ji :POKE 712,I:NEXT I:POK 

E 53258,8 

6279 SETCOLOR 4,8,8 

6280 SOUND 0,0,0,8 

6285 GOSUB 7200:G0SUB 3700 
6295 RETURN 

6300 IF PR0BLEM=28 OR (PR0BLEM=18 AND 
PLAYERS=1> THEN GOSUB 7280:RETURN 
6310 POSITION 2,8:? tt6;" 
": POSITION 6,3:? It6;" 

6320 FOR N=7 TO 18:P0SITI0N 0,N:? tt6;" 
": POSITION 16,N:? «6;" ":NEHT N 
6325 POKE 53278,0 
6330 RETURN 

6400 SC0REB=SC0REB+10:P0SITI0N 17,1:? 
tt6;SC0REB: POSITION 11,0:? t»6;"RIGHT" 
6410 N3=9:N1=128:N2=192: GOSUB 8900 
6413 FOR N=100 TO 118:S0UND 0,N,6,15:N 
EXT N:SOUND 0,0,0,0 

6415 POKE 1790,118-PEEKC1787J :POKE PHB 
ASE+768+150,3:POKE 53252, 178 : POKE 206, 
A+3 

6418 POKE 1764,1 

6425 R=USRfl759J :POKE PMBASE+768+158- t 
118-PEEK<1787JJ,8:G0SUB 7188 
6448 L=159:gP0S=PEEKC1787) 
6445 POKE 206,A+7:P0KE 17e4,14:P0KE 17 
9e,5:F0R T=250 TO UPOS STEP -5 
6450 SOUND 8 , T, 14,8 :SOUND 1,T,12,8 
6455 R=USR 11759} : POKE 53251, L :L=L-1 :NE 
XT TiSOUND 0,0,0,8:S0UND 1,8,8,8 
6459 FOR 1=100 TO 208:S0UND 0,1,8,15-1 
NT(CI-18e}/6.66) :POKE 712,I:NEXT I:POK 
E 53251,8 

6479 SETCOLOR 4,0,0 
6488 SOUND 0,0,0,8 
6485 GOSUB 7388: GOSUB 3888 
6495 RETURN 

7888 POKE 178e,96:F0R N=2 TO 7:PCKE 20 
4,A+N:R=USRC1770) :NEXT N:RETURN 
7188 POKE i788,96:F0R N=2 TO 3:P0KE 20 
4,A+N:R=USR(17?0) :NEXT N:RETURN 
7200 POKE 1780,96:P0KE 204, A+O :R=USR(1 
770) :RETURN 

7300 POKE 1788,96:P0KE 284, A+7 :R=USR CI 
778) IRETURN 

7500 IF HRONGA=0 OR HR0NGA=2 THEN N5=3 
2 

7510 IF HR0NGA=1 THEN N5=e4 
7520 IF MR0NGB=1 THEN N6=e4 
7530 IF MRONGB=0 OR HR0NGB=2 THEN N6=3 
2 

7540 POKE 20,0: RETURN 
8888 COLOR 62+N2:PL0T 5+N3,8 
8820 COLOR 63+N2:PL0T 5+N3,9 
8030 COLOR 4+Nl:PL0T 5+N3,10 
8058 COLOR 5+Nl:PL0T 4+N3,9 
8868 COLOR 6+Nl:PL0T 6+N3,9 
8878 RETURN 

8180 COLOR 5+Nl:PL0T 4*N3,9 
8118 COLOR 6+Nl:PL0T 6+N3,9 
8120 COLOR 32:PL0T 4+N3,10 
8138 COLOR 4+Nl:PL0T 5+N3,10 
8148 COLOR 32: PLOT &+N3,10 
8160 RETURN 

8200 COLOR 7+Nl:PL0T 4+N3,9 
8218 COLOR 8+Nl:PL0T 6+N3,9 
8220 COLOR 54+N2:PL0T 4HKN3,10 
8238 COLOR 31+N1:PL0T 5+N3,10 
8240 COLOR 53+N2:PL0T 6+N3,18 
8258 RETURN 

8380 COLOR 32: PLOT 44N3,8 
8310 COLOR 9+Nl:PL0T 4+N3,9 
8328 COLOR 10+N1:PL0T 6+H3,9 
8330 COLOR 32: PLOT 6+H3,8 



8346 COLOR 32: PLOT 74N3,10 

8350 RETURN 

8680 GOSUB 8300: GOSUB 8188 

8610 COLOR 9+Nl:PL0T 4*N3,9 

8628 RETURN 

8788 GOSUB 8308: GOSUB 8188 

8718 COLOR ie+Nl:PLOT 6+N3,9 

8738 RETURN 

8888 GOSUB 8300: GOSUB 8188 

8818 COLOR 12+N1:PL0T 4+N3,9 

8820 COLOR 42+N2:PL0T 4+N3,8 

8838 RETURN 

8980 GOSUB 8300: GOSUB 8188 

8918 COLOR 14+N1:PL0T 6+N3,9 

8920 COLOR 49+N2:PL0T 6+N3,8 

8930 RETURN 

9000 GOSUB 7000: GOSUB 9588: POKE 53277, 

0:POKE 559,34:G0T0 580 

9120 FOR N=2 TO 7:P0KE 204, A+N :R=USR f 1 

173) :NEXT N 

9500 POKE 53248, 8:P0KE 53249, 0:POKE 53 

250,e:PDKE 53251, 8: RETURN 



CHECKSUM DATA. 

(see page 43) 

1 DATA 554,76,282,501,562,89,880,675,3 

7,582,943,479,276,121,724,6781 

110 DATA 761,499,512,521,527,551,541,5 

32,543,341,541,807,958,328,513,8475 

240 DATA 308,313,746,381,887,669,82,48 

2,3,861, 354 , 994 , 49 , 489 , 626 , 7884 

305 DATA 776,48,778,179,783,836,875,24 

3,63,796,897,574,384,883,668,8623 

452 DATA 829,974,930,813,42,707,782,72 

5 , 385 , 754 , 358 ,485,106, 255 , 639 , 8696 

515 DATA 445,709,482,669,580,218,986,5 

69,882,328,347,329,345,758,558,8117 

598 DATA 752,82,85,373,784,864,615,918 

,57,5,244,605,395,742,916,7357 

788 DATA 617,363,838,855,717,786,612,8 

87,449,584,389,942,176,126,943,9276 

1080 DATA 184,152,462,384,217,938,242, 

290,452,451,451,196,197,622,617,5855 

1177 DATA 635,626,934,784,56,197,193,3 

64,182,511,220,444,5,972,942,7065 

2001 DATA 530,3,25,705,279,985,989,70, 

950,227,939,507,4,133,270,6616 

2870 DATA 267,324,148,367,722,965,24,4 

89,905,821,8,38,174,708,902,6846 

2114 DATA 359,131,953,238,942,518,282, 

332 , 332 , 699 , 400 , 735 , 938 , 835 , 989 , 8587 

2204 DATA 653,11,33,177,711,905,419,70 

0,81, 956 ,233,945,513, 292 , 767 , 7396 

2273 DATA 704,403,739,768,103,907,305, 

31,415,439,584,392,381,369,451,6983 

2570 DATA 472,559,223,63,888,527,402,4 

27 , 902 , 741 , 486 , 499 , 807 , 105 , 551 , 7652 

2920 DATA 911,744,885,298,818,789,882, 

792,925,697,681,791,178,887,200,10230 

3365 DATA 287,679,880,954,945,232,511, 

37 , 820 , 455 , 688 , 767 , 176 , 351 , 618 , 8328 

3570 DATA 805,455,945,406,118,806,648, 

325,297,921,913,674,809,838,322,9274 

3810 DATA 314,937,929,880,812,868,844, 

857 , 367 , 184 , 194 , 169 , 147 , 273 , 463 , 8238 

5060 DATA 635,654,131,739,103,512,498, 

795 , 986 , 831 , 965 , 801 , 911 , 885 , 140 , 9586 

5510 DATA 395,969,805,998,979,985,813, 

157,78,152,763,816,224,411,276,8821 

6030 DATA 934,793,551,178,40,45,531,51 

7,13,13, 798 , 365 , 373 , 124 , 269 , 5544 

6218 DATA 184,858,478,89,433,687,351,6 

77,222,216,814,371,995,139,27,6541 

6338 DATA 801,375,415,138,599,190,865, 

301,98,439,698,360,683,228,225,6407 

6495 DATA 820,961,968,141,145,972,487, 

492,982,75,672,678,743,581,587,9136 

8070 DATA 800,499,505,184,746,192,882, 

504,510,500,494,506,804,368,510,7924 

8320 DATA 677,377,201,807,226,519,813, 

229 ,688,817,232,689, 693 , 828 , 235 , 8823 

8910 DATA 702,716,823,361,473,857,3932 



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Dealer and distributor inquiries invited. 



(ATARI is a trademark of Alan, Inc.) 



CIRCLE #110 ON READER SERVICE CARD 



ISSUE 22 



ANALOG COMPUTING 



PAGE 31 



Two Printer Interfaces 

for the 

Atari 



MPP-1150 

MICROBITS PERIPHERAL PRODUCTS 

225 W. Third Street 

Albany, OR 97321 

(503) 967-9075 

$99.95 

APE -FACE 

DIGITAL DEVICES CORPORATION 

430 Tenth St., Suite N205 

Atlanta, GA 30318 

(404) 872-4430 

$89.95 



by Charles Bachand 



You are at your local computer store and have just 
spent practically your last dollar buying that new whiz- 
bang parallel printer that everyone is talking about. 
You know, the one that will do everything but play 
"The Star Spangled Banner"? Anyway, you're just 
about ready to walk out the door when suddenly the 
salesman yells over to you, 'Oh, by the way, you do 
have an interface module for that printer, don't you?" 

Interface module? Oh oh ... an interface module! You 
had forgotten all about that, hadn't you? So you say 

— somewhat clumsily — "Oh. . .yeah, I need one of 
those, don't 1? Um . . . how much are they?" His answer 

— over $200 retail for an Atari 850 — is way out of 
your means at the present time, and you start becom- 
ing visibly worried at the prospect of not being able 
to use your new toy. "Look," he says to you, "if all 
you need is a printer interface, and if about $100 retail 
won't break you, you can get one of those MPP-1150s 
or an Ape-Face!" 



The MPP-1150 is an interesting little device. It 
measures a mere 4^^" X 3^4" X IVi" and contains 
only one 40-pin IC chip (yes, I'm a sucker when it 
comes to taking things apart!), but there are two 
sockets on the PC board. The extra socket can hold 
an optional 2K printer buffer chip that is available 
from MPP. A nice little option, if you ask me, one 
that will surely come in handy. It also has an Atari 
serial I/O connector to tie your disk drive, cassette re- 
corder, etc. onto (it doesn't have to be the last device 
in the chain), and a three-foot ribbon cable with a 
Centronics -compatible 36-pin connector on the busi- 
ness end. 

Hooking up the MPP-1150 is very simple — prac- 
tically nothing can go wrong! Just insert the connec- 
tor at the end of the cable into your computer and 
plug the ribbon cable into your printer. If you have 
other Atari -compatible devices, they plug into the 
connector on the printer interface. There is no power 
supply, because the interface gets all the electricity 
it needs directly from the computer. That's all there 
is to it! Oh, by the way, MPP warranties the 1150 
for two full years. 

Splitting hairs. 

The Ape-Face gives you the same song and dance 
as to size and operation, but there are some internal 
differences. Unfortunately, these two boxes perform 
the exact same operation and do it equally well, so 
well that I feel I am starting to split hairs in this review 
of the two models. Nevertheless, here goes. While the 
Ape-Face interface is ten dollars less than the one 
made by MPP and, internally, seems to be of better 
construction (solder masked PC board holding three 
IC chips and a voltage regulator), I prefer the MPP 
for several reasons. 



PAGE 32 



ANALOG COMPUTING 



ISSUE 22 



1. Extra I/O Connector — The Ape-Face has only 
one Atari connector associated with it. If you also 
have a 410 cassette recorder in your system, you are 
in big trouble! Either you can use the recorder or 
you can use the interface, but not both. The reason 
is that connecting the Ape-Face leaves no place to 
plug in the recorder. 




MPP-1150. 




Ape-Face. 

2. Cable Length — Both of the units have a multi- 
connector ribbon cable running from the box to the 
36 -pin connector that mates with your printer. The 
Ape-Face's cable is only 18 inches long, while the 
MPP's cable is 36 inches long. Some people might 
say that longer cables tend to pick up noise. How- 
ever, 1 have used ten foot lengths in similar applica- 
tions with no problems at all. Ribbon cable, in fact, 
tends to reduce noise pickup, since every other wire 
in the cable is by definition a ground wire. 
3. Power Requirements — Again, both of these units 
take their power from the Atari computer, but there 
seems to be a significant difference in the quantity 



of electrical current required. The MPP-1150 needs 
to power only one large-scale integrated circuit chip, 
while the Ape-Face needs power for four. Not only 
that, but the Ape-Face comes in two models — one 
for the 1200XL and another for all the rest. With 
the MPP, one model fits all! 

4. Printer Buffer — I think I mentioned this before 
. . .The MPP interface has the capability to accept a 
2K print buffer. All that is needed is to insert a 
memory chip (available from MPP) into the extra 
socket on the interface. Again, no can do on the 
Ape-Face. Once you have used a printer buffer, it is 
hard to imagine having gone without one! 

The big finish. 

Both the MPP-1150 and the Ape-Face seem to be 
well designed and worth the money. I prefer the MPP, 
even though the retail is ten dollars more. It is also 
more appealing aesthetically — a bright blue box 
wins over a black box with a monkey graphic on top 
every time! 

Oh, I almost forgot! If for some reason, you have 
a serial printer instead of the more common parallel, 
the MPP's interface will handle it with a plug-in chip. 
There is obviously not much call for it within the 
Atari community, but it can come in handy if your 
printer is somewhat of an orphan. D 



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Atari 800XL Call 

1010 Program Recorder 77.00 

1027 Letter Quality Printer Call 

1050 Disk Drive Call 

Atari 850 Interface Call 

Atari Light Pen 82.95 

Numerical Keypad 104.95 

PRINTERS 

Alphacom 40C 

w/lnterface . . . 99.95 
Alphacom 80C 

w/lnterface.. 189.95 
Axiom AT-550. 329.00 



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Indus GT Call 

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Rana 1000 Call 

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Modem 300 Call 

Mark II 79.00 

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Superdrive-D 23.95 

Triangle Replacement 
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Alien Voice Box II . 99.95 

Expansion Memory 
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Painl-D 33.95 

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Microsolt Basic ll-Cart 67.95 

Atari Macro -Assembler -Cart , 67.95 

Atari Basic-Cart 41.95 

Assembler Editor -Cart 46.95 



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Analog Compendium 9.95 

Atari Assembler 14.95 

Basic Reterence Manual 9.95 

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Inside Atari DOS 19.95 

Mapping the Atari 14.95 

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Your Atan Computer . 16.95 

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Arcade Machine-D 41.95 

Bank Street Writer-0 49 .95 

ChopliHer-D 23.95 

Dral-D 23.95 

Gumball-D 20.95 

Lodenjnner-D 23.95 

Mask of the Sun-D 27.95 

Operation Whirtwind-D 27.95 

DATASOFT 

Basic Compiier-0 55.95 

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Dallas-D 23.95 

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Leiter Wizard Call 

Micropainter- D 23.95 

Money Wizard Call 

Nibbler-D/T 20.95 

Spell Wizaid-D 34.95 

Teletalk-D 34.95 

Zancon-D/T 27.95 



EPYX 

Dragons/Pem-O/T 27.95 

Fun With Art-Cart 27.95 

Gateway to Apshai-Cart 27.95 

Jumpman Jr. - Cart 27.95 

Jumpman-D/T 27.95 

Pitslop-Cart 27-95 

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Deadline-D 34.95 

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Intidel-D 34.95 

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Ultra Disassembler -D 34,95 

Zombies-D/T 23,95 

Codewriler-D 69,95 

Star League Baseball-0/T, . . ,22.95 

Star Bowl Football-D/T 22,95 

Death in the Caribbean -D 27,95 

DinoEggs-D 27,95 

TheHeist-D 23,95 

Gyruss-Cart 34,95 

James Bond-Cart 34,95 

Popeye-Cart 34,95 

Q-Bert-Cart 34.95 

Star Wars-Cart 34.95 

Return of Heracles-D 26.50 

Master Type-D/Cart 27.95 

Songwnter-D 27.95 

Hight Simulator ll-D 37.95 

Chattertiee-D 27.95 

S.A.M.-D 41.95 

Castle Wolfenstein-D 20.95 

CompuServe Starter Kit 34.95 

Home Accountant- D 52.95 

Ken Uston's Blackjack-D 49.95 

Megafont-D 19.95 

l*jnkey Wrench ll-Cart 49.95 

Movie Maker-D 41.95 

ft>go Joe-D 20.95 

Spelunker-D 27.95 

Ultima lll-D - 41.95 

Jupiter Mission-D 34.95 

OreadnaugW Factor-Cart 31.95 



MISC. ATARI (cont'd.) 

Keystone Kapers-Cart 31.95 

Antica 4-D 37.95 

Boulder Dash -D/T 20.95 

Scraper Caper-Cart 34.95 

Miner 2049er-Cart 34.95 

OPTIMIZED SYSTEMS 

Action-Cart 74.95 

Basic XL-Can 74.95 

MAC/65-Cart 74.95 

DOS XL-D 27.95 

Action Aid-D 27.95 

SIERRA ON-UNE 

Aquatron-D 20.95 

Dark Crystal-D 27.95 

Homeword Spelter-D 34,95 

Homeword-D 49,95 

Oils Well-D 23,95 

Prisoner- 23,95 

Quest forTires-D 23,95 

Ultima ll-O 41,95 

Ultima l-D 23,95 

Wiztype-D 23.95 

SPINNAKER 

Adventure Creature-Cart 27.95 

Aerobics- 30,95 

Ageian Voyage -Cart 27,95 

Alphabet Zoo- Cart ',, 23,95 

Cosmic Life-Cart 23,95 

Delia Drawing-Cart 27,95 

Grandma's House-D 23,95 

Jukebox-Can 27.95 

Kids on Keys-Cart 23.95 



SPINNAKER (cant d ) 

Kindercomp-Cart 20.95 

Ranch-Cart 27.95 

Search/Amazing Thing-D . , 27.95 

Snooper -1 or-2-D 30.95 

Trains-D 27.95 

Alt in the Color Caves-Cart , , , 27.95 

Bubble Bursl-Cart 27.95 

Kidwriter-D 23.95 

SSI 

earner Force-D 41 .95 

Combat Leader- D/T 27.95 

Cosmic Balance ll-D 27.95 

Cosmic Balance-D 27.95 

Broadsides-D 27.95 

War in Russia-D 55.95 

50 Mission Crtish-D 27.95 

Questron-D 34.95 

Rails West-D 27.95 

SYNAPSE 

Air Support -D/T 23.95 

Alley Cat-O/T 23.95 

Blue Max-D/T 23.95 

Dimension X-D/T 23.95 

Drelbs-D/T 23.95 

Electrician -D/T 23.95 

Encounter-D/T 23.95 

Fort Apocalypse-D/T 23.95 

Nlecromancer-D/T 23.95 

New York City-D/T 23.95 

Pharoahs Curse-D/T 23.95 

Quasimodo-D/T 23.95 

Rainbow Walker-D/T 23.95 

Relax Stress Reduction System .Call 

ShamusCase ll-D/T 23,95 

Zepplin-D/T 23.95 



To Order Call Toll Free 



For Technical Info, Order 
Inquiries, or for Wise. Ordeis ■ 



800 - 558 - 0003 41 4 - 351 - 2007 



D-Disk T- Cassette 
Cart -Cartridge 




IK::::^^ 



ORDERING INFORMATION. Please specify system. For fast delivery send casfiier's ctreck, money cider or direct tiank transfers. Personal 
and company checks allow 2 weeks to clear. Charges for COD are $3.00. School Purchase Orders welcome. In CONTINEr>JTAL USA, in- 
clude $3 00 shipping per software order. Include 3% shipping on all Hardware orders, minimum $3.00. Mastercard & Visa please include 
card # and expiration date Wl residents please add 5% sales tax. HI, AK, FPO, APO, Canadian orders — add 5% shippmg, mmimum $5.00. 
All other foreign orders please add 15% shipping, minimum $10.00. All goods are new and include factory warranty. Due to our low prices, 
all sales are final. All defective returns must have a return authorization number. Please call 414-351 -2007 to obtain an RA# or your return 
rill NOT be accepted for replacement or repair. Prices and availability are subject to change without notice. 



COMPUTABILITY 

P.O. Box 17882 
Milwaukee. Wl 53217 

ORDER LINES OPEN 

Mon-Fri 11 AM - 7 PM CST 
Sat 12 PM - 5 PM CST 



CIRCLE #112 ON READER SERVICE CARD 



PAGE 34 



ANALOG COMPUTING 



ISSUE 22 




Micro -Puzzler 



48K Disk 



by Larry G. Hearin 



Hey, all you Micro-Painter owners! Have you ever 
wondered what you could do with all those beautiful 
screens you created, other than just look at them? 
Well, now there's Micro -Puzzler! This program will 
load a Micro-Painter screen file, divide it into 120 
pieces, mix and rotate them, and then let you try 
to put it back together again — much like a jigsaw 
puzzle. As you may have guessed, the difficulty will 
be (mostly) determined by the complexity of the 
picture, so you can choose your own level by the 
screen you use. 



Running the program. 

When you run the program, there will be a few 
seconds of initialization, after which you will be 
prompted by the words ENTER SCREEN FILE- 
NAME. You may now enter the name of the Micro- 
Painter screen file that you want to use with Micro- 
Puzzler. If no device specification is given, disk drive 
1 is assumed. If an error is encountered in trying to 
access this file, the program will return to the prompt 
for the screen filename. Instead of entering the screen 
filename, you may get a disk directory listing by hit- 



ISSUE 22 



ANALOG COMPUTING 



PAGE 35 



ting CTRL'D and then entering the drive number 
for which you want the directory. After hsting the 
disk directory, the program will return to the prompt 
for the screen filename. 

Once a valid screen filename is entered, the screen 
will be loaded, and the puzzle pieces will be shuffled 
and rotated. Then the new, mixed-up screen will be 
displayed, along with a rectangular cursor in the up- 
per left of the screen. Puzzle pieces are moved by ex- 
changing positions of two pieces at a time. To do 
this, move the cursor (using the arrow keys) to one 
of the pieces you want to exchange and hit RE- 
TURN. Then move the cursor to the other piece to 
be exchanged and hit RETURN. While you're mov- 
ing from the first to the second piece, a secondary 
cursor will be left at the first position to mark the 
piece to be exchanged. After the exchange is made, 
the secondary cursor will disappear. 

The only other type of puzzle piece manipulation 
that may be done is rotation. This may be done at 
any time by pressing the R key. This will always ro- 
tate the piece within the primary cursor. An interest- 
ing and sometimes helpful phenomenon to note is 
that some of the colors of a puzzle piece may change 
when the piece is rotated. So, if you see a color that 



isn't on the original picture, chances are that piece 
is upside-down. 

For those of you who don't remember exactly what 
the original picture looked like, you may press the 
Atari key to toggle between the original and the 
mixed-up screen. 

Once the picture is correct, you will be congratu- 
lated and may then press the ESC key to run again. 
To quit, you must hit SYSTEM RESET. 

If you get tired of puzzling before you complete the 
picture, you may save your current status on disk, 
if desired. To do this, press the OPTION key, and 
then enter a disk filename to which the status will 
be saved. Warning: this file has to be saved to the 
same disk containing the original screen file. Other- 
wise, when you try to reload your status, it will not 
work. To reload, just enter this status filename in- 
stead of the original Micro-Painter filename when 
prompted with ENTER SCREEN FILENAME. 

Summary. 
Datasoft's Micro-Painter is an excellent graphics 
program for the Atari. And, by using Micro -Puzzler, 
you can get even more enjoyment out of your Micro- 
Painter, n 

(continued on next page) 




YOU CANT TELL 

A DISK DRIVE 

BY ITS COVER!! 




WITH A HAPPY ENHANCEMENT INSTALLED THESE ARE 
THE MOST POWERFUL DISK DRIVES FOR YOUR ATARI COMPUTER 

WARP SPEED SOFTWARE DISK READING AND WRITING 500% FASTER 

HAPPY BACKUP — Easy to use backup of even the most heavily protected disks 

HAPPY COMPACTOR — Combines 8 disks into 1 disk with a menu 

WARP SPEED DOS — Improved Atari DOS 2,08 with WARP SPEED reading & writing 

SECTOR COPIER — Whole disk read, write and verify in 105 seconds 

1050 ENHANCEMENT — Supports single, 1050 double, and true double density 

810 ENHANCEMENT — Supports single density 

SPECIAL SUGGESTED RETAIL PRICE: Get the HAPPY ENHANCEMENT 810 or 1050 ueision with the HAPPY BACKUP PROGRAM, 
plus the multi drive HAPPY BACKUP PROGRAM, plus the HAPPY COMPACTOR PROGRAM, plus the HAPPY DRIVE DOS, plus the 
HAPPY SECTOR COPY, all with WARP DRIVE SPEED, including our diagnostic, a $350.00 value for only $249,95, for a limited time only! 
Price includes shipping by air mail to US, A. and Canada. Foreign orders add $10,00 and send an international money order payable through a 
U,S,A. bank, California orders add $16.25 state sales tax. Cashiers check or money order for immediate shipment from stock. Personal checks require 
2-3 weeks to clear. Cash COD available by phone order and charges will be added. No credit card orders accepted. ENHANCEMENTS for other 
ATARI compatible drives coming soon, call for information. Specify 1050 or 810 ENHANCEMENT, all 1050s use the same ENHANCEMENT, 
Please specify -H model for all 810 disk drives purchased new after February 1982, call for help in 810 ENHANCEMENT model selection. Dealers 

now throughout the world, call for the number of the dealer closest to you, ATARI is a registered trademark of Alari Coi-npLiIt?r Inc 



HAPPY COMPUTERS, INC. 



P, O, Box 1268 



Morgan Hill, California 95037 



(408) 779-3830 



CIRCLE #125 ON READER SERVICE CARD 



PAGE 36 



ANALOG COMPUTING 



ISSUE 22 



Micro-Puzzler. 
Basic listing 1. 

la OIM FILE5(17} ,MAM$Ci7J fTStiJ ,PC55C1 
29} PLftVStSJ „RFI.GStl2e} 

29 GRAPHICS i?:P05ITT0H 3,,2:PRIMT 06 ; " 
MICRO-PUZZLER"; POSITION 1,5: PRINT «6 ; " 

by larry g. hearin" 

Ze POKE 16. 64: POKE 53774 .,64: IF PEEK 476 

4)=2iB THEN FOR 1 = 1 TO 580 : MEKT I : POKE 

764,255:G0T0 50 

40 POSITION 1,13: PRINT «6;"PLEfiSE STAN 

D BY...";GOSUB 1038:REM Load iftSM routi 

nes 

50 POKE S59,34:GRflPHICS 0:POKE 16.64;P 

OKE 53774, 64:TRflP SOlPOSITIOH 3,2" 

60 ? "ENTER SCREEN FILEHilME";? "CCTRL- 

D FOR DISK DIRECTORY!":? :? "?"::CLOSE 

»2 
70 IF PEEK (764) =255 THEN 70 
80 IF PEEKC764J0186 THEN ? CHRSOOJ;: 
INPUT FILES :GOTO 110 

90 POKE 764,255;FILES="&1:#.*";? "ENTE 
R DRIWE « ";:IHPUT T$ :FILES €2, 2J=TS:TR 
flP 31; OPEN a2,S„g, FILES 
100 TRAP 60: INPUT «2. FILES;? FILES; GOT 
100 

110 TRAP 60:IF FILES C2, 2}=";" THEM SN= 
3:G0T0 130 

115 IF FIL£SC3,3}=";" THEN SN=4:G0T0 1 
30 

120 FOR I=LENtFILESJ TO 1 STEP -1:FILE 
$CI+2,I+2J=FILES(I,I3 :NEKT I:FILEStl,2 
J="D:":SN=3 

130 GRAPHICS 24:P0KE 16,54:P0KE 53774. 
64 : DL = PEEI( 4560J +PEEK £561J«2S6 
140 SCRrPEEK CDL + 4i +PEEK CDL + 5 J*256 : SCR2 
= SCR-8«i024 : SCR2HI=PEFK C5)L+5J -32 
ISO POKE !>L*3„78:K = DL + 6 
160 SOUND 0,K.1O,8;IF PEEK{K]i=65 THEN 

200 

170 IF PEEK?K5=15 THEN POKE K,14 

180 IF PEEK fK? =79 THEN POKE K , 78 : K=K+2 

; KSA'U^K 

130 K=K+l:60T0 160 

200 SOUND 0,0. 0.0: CLOSE »1:TRAP 50: OPE 
N ttl.S.0, FILES 

201 REP=0; INPUT ttl,MfiMS;IF NftMSitl5,i7J 
=••862" THEM 209 

20.2 CLOSE ttl:OPEN ttl , 4 , 8 . FILES : INPUT « 
llMAHSjINPyT ttljPCSS;INPilT «1;RFLGS:HE 
P = l 
203 FILES CSNJ=NflMS 

209 CLOSE »l:TRftP SO: OPEN «1, 4,0, FILES 

210 POKE 559,0:H = USR£aj>RIL0DES}J ":IF H< 
>1 THEN 50 

220 GET »1,C12;P0KE 712,C12:6ET Ml , C8 : 

POKE 70S, C8; GET »1 , C9 ; POKE 709, C9: GET 

«1, CIO 5 POKE 710 p CIO 

230 CLOSE ai;POKE 559,34 

235 IF REP=1 THEH 270 

240 FOR 1 = 1 TO 120:PCSSa,I5=CHRSfI} :N 

EKT I 

250 FOR 1=1 TO 129: J=IHTiRNOi0^«12O)+l 

:TS = PCSSCJ5 :PCSSCJ,-J.1=PCSSC1.I3 ;PCSS(I 

,I}=TS 

260 J = INT CRND {03*1003 +1 : HFLGS f I „ I J =STR 

Sf f-J>50.:s*lJ :MEKT I 

270 FOR C=l TO 10: FOR R=l TO 12:X2=C:Y 

2 = R ; K~ CR-iJ «i0 + C : Y l = If«T C (aSC CPCSS CK , K3 

)-l}/10)+i 

230 Hl = !flSC CPCSS iK ,K11~ {Yl- 1^«10 : SOUNS> 

0,RM5>i;0i«19+10,10,8:GOSUB 940 

290 IF RFLGSCK,K)="1" THEN iaE>f>l = ft!>02+l 

5*40 + 3 : K = USR (ADR f ROTS> „ J1I)D2 , AD&IJ 

300 MEKT R:NEKT C:50IJHD 0,8^0. 8 

310 INC=32:P0KE &L*5 , PEEK f &L+53 -32 : POK 

E KSayHpEEKtKSiaU.)-32 

320 PMB<liSE = INTCit5CR2HI-43/4J*4 :POKF 54 

279 , PMBASE : PHB=PMIBaSE*256 : TB^P 40000 

330 RESTORE 340 : FOR 1=1 TO 3:READ J:PL 

flYS(I,I3=CHRSi£JJ :NEKT I 

340 DATA 255,129,129,129,129,129,129,2 

55 

350 FOR 1=PMB+512 TO PMB+767:P0KE 1,0: 

NEKT I;C1=0:POKE 623,1 



360 POKE 559,46:P0KE 53277, 3;P0KE 5324 

8,48:P0KE 53249, 0:HPl=l:VPl=16:POKE 53 

256,KPl:P0KE 53257, KP1:YP2=YP1 

370 FOR 1=1 TO 8:P0KE PMB*511+YP1+I , ftS 

CfPLdYSCI,IJ} :POKE PMB+639+YPl + I,ilSC(P 

LiftYS<I,IJ) :NEHT I 

330 SOUND 0,0,S,0:O=PEEKC764} :C1=C1+1- 

fCl=255)*256:P0KE 784,C1:P0KE 705,255- 

Cl:I=PEEKi623) 

390 POKE 623, (I=i)*4+CI=4} :IF PEEK 4532 

79} =3 THEN 1020 

395 IF A=255 THEN 380 

400 POKE 764, 255 SPOKE 623,1 

410 IF IHC<0 THEN 540 

420 SOUND 0,40,10,8 

430 IF fl<>6 THEN 450 

440 KP1=HP1-1:G0SIJB 970: POKE 53248,48 + 

16*CHP1-1) 

450 IF ifl<>7 THEN 470 

460 KP1=XP1+1:G0SUB 970:POKE 53248,48+ 

16»tKPi-lJ 

470 IF AOIS THEN 500 

480 YINC=8:G05UB 1008 

490 GOTO 528 

500 IF ia<>14 THEN 548 

510 YINC=-8:G0SUB lOOO 

520 iaDD2=PMB+512+YPl:ODDl=flOD2+VINC:X= 

USR{A0R{M0US},ftDDl,ADD2,8,l,l) :H=USR(A 

DRCMOyS} .ft&RfPLaVSj ,iftDDl,8,l,l} 

530 VP1=YP1+VINC 

540 IF A<>40 THEH 578 

550 Kl=XPi:Yl=INTCCYPl-16J/8+l.S) :flDOi 

=SCR2+SHl-lJ«4*C¥l-l}*640:ftDD2=flDDl+15 

*40+3 

560 H=USRCflDRCH0TS5 ,ADD1,ADD2) :K=tVl-l 

)*10+Hi : RFLGS {K , Ki =5TRS (1- (UftL f RFLGS CK 

,K)}=1S*1} :GOTO 790 

570 IF A<>39 THEN 638 

588 SOUND 0,100,10,8 

590 POKE DL + 5,PEEKitDL + 5}+INC:P0KE KSSIU 

, PEEK tKSiflU} +INC : INC = -INC 

600 IF INC>8 THEH POKE 53248 , 48+16»tKP 

1-lJ :POKE 53249, 48+i6*fKP2-l}-{XP2=0}* 

32 

610 IF INC<0 THEN POKE 53248,0; POKE 53 

249,0 

620 GOTO 380 

630 IF i(3i<>t2 OR INC<0 THEH 388 

640 SOUND 0,200,10,8 

650 IF FLG=1 THEH 680 

660 FOR 1=0 TO 7:P0KE PMB+640+YP2+I . 8 = 

POKE PMB + 640 + YPl + I,ftSCiPLftVSa+l,I + i}} 

;NEHT I:YP2=YPi 

670 HP2=XPl:P0KE 53249, 48+i6*CXP2-l) : F 
LG=1:G0T0 380 

680 K1 = XP1 ; Yl = INT t ?YPl-16J /8 + 1 . 5) 

690 H2 = KP2 ; Y2=INT C itVP2-16} /8 + 1 , 5) ; K= CV 

i-l}«10+Kl:Yl=IHT£iA5CCPCSSCK,K}}-l)/l 

O}+1:H1=«SC{PCSSCK,K)3-CV1-1)*10 

700 M=K;GOSUB 940 

710 Kl = HP2:Yl=I?<T(CYP2-16)/8 + l-S} 

720 X2=XPl:V2=INTCtYPi-16}/8*l,5) :K=fY 

l-l}*10+Kl;Yl=INTaASC«PCSS(K,KJ}-lJ/l 

83 +l:Xl=flSCtPCSSfK,K))-CYl- 13*10 

730 AD2=flDD2 

740 G0SU8 940:I=ftSCfPCSSSK,K}} ;PCSS(K, 

K)=PCSS(K,N3 :PCSSJN,N3=CHRS(I} 

750 IF RFLGS iCN,M}="l" THEH ilD&l = 0D2+15 

*40 + 3;K = USRIADR{ROTS) ,aD2,flS)D13 

760 IF RFLGS CK,K}="1" THEN A0Ol = Ai>D2+l 

5*40 + 3 ; K=USH tADR {H0TS3 „ flDD2 . flDD 1 J 

UhUW^'^'KUh"*' '■''''■''' ''*''*'--'-''-^^'^''- 

780 KP2=0:POKE 53249 , O : FLG=0 

790 X = USRf ADR fCMPS}, SCR, SCR2, 76803 : IF 

K=l THEN 380 

800 POKE 53248, OjPOKE 53249,0 

810 flDDl=i0:FOR 1=0 TO i2:F0R J=0 TO 8 

; SOUND a , 200-ftDDl*I , 18,8: ftDDl=-«D&l : FO 

R K=l TO 2:HEKT K : NEXT J:NEXT l' 

820 GOSUB 1012 

860 POSITION 2,2:PRINT «6 ; "CONGRfiTULflT 

IONS": POSITION 4, 5 SPRINT 06 : "you did i 

870 POSITION 4, 8: PRINT tt6; "PRESS fSE" 
; POSITION 3, 9: PRINT a6.:"T0 RUN flGfllN" 



ISSUE 22 



ANALOG COMPUTING 



PAGE 37 



880 SOUND 8,198,10,8:POKE 559,0;P0KE 5 
68,8:P0KE S61,PEEiC(DL2*19) :POKE 712,9: 
POKE 708,4e:P0KE 789,202 
890 POKE 719,148:P0KE 559,34:F0R 1=1 T 

75: NEXT I: IF PEEK 17643 =28 THEN 50UND 
O,0,fl,a:GOTO 28 

900 50UND 0,200, 18, 8:P0KE 559,9:P0KE 5 

6i,INTt![>L/256} ;POKE 560 , DL-PEEK !f561)»2 

56;P0KE 712.C125P0KE 708, C8 

918 POKE 789,C9;P0KE 718,C18:P0KE 559, 

34:F0R 1=1 TO 75:iHEMT I:IF PEEKC764)=2 

8 THEN SOUND 8, 0,0, 8: GOTO 20 

920 GOTO 888 

938 SEM Move card 

940 flDDl = SCR+)CXl-13K4+(Yl-13»640:aOO2= 

5CH2+fX2-ii»4+Cy2-lJ*640 

950 3<=USRtADRfM0yS) ,idDDl,ADD2,4,16,483 

960 RETURN 

970 IF «P1>10 THEN KP1=1; RETURN 

988 IF KPKl THEN KP1=10 

998 RETURN 

1800 IF VINC+YP1>104 THEN YINC=16-YP1 : 

RETURN 

1810 IF VINC*YP1<16 THEN YINC=104-YP1 

1011 RETURN 

1812 POKE 53248, 8:P0KE 53249,8 

1813 DL2={INTCSCR2/1824Jfl)*1024:FOR I 
=8 TO 2:P0IKE DL2+I,112:NEKT I:POKE &L2 
+3,71 

1014 POKE DL2+4,PEEKtDL+4J ;POKE DL2+5, 
SCR2HI:P0KE 0L+5,5CR2HI+32:F0R 1=6 TO 
16;P0KE DL2+I,7:NEKT I 

1015 POKE DL2+17,65:P0KE DL2+18, 8 : POKE 
DL2+19,INTCDL2/256) 

1816 POKE 87,2:P0KE 88 , PEEK (DL2+43 : POK 
E 89, PEEK tDL2+5} SPOKE 559,0.POKE 560,8 
;POKE 561, PEEK CDL2+19J 

1817 FOR 1=0 TO 11: POSITION 0,1 SPRINT 
«6;" ": sNEKT I: POKE 

559,34 

1818 RETURN 

1020 POKE 53248, 0:POKE 53249, O iGRflPHIC 
5 OjPOKE 16,64:P0KE 53774,64 

1021 POSITION 2,2;? "Must save to sane 
disk as screen file":? "ENTER SfiME FI 

LENftME" 

1022 INPUT NftM5:IF l.ENCNflMS3=0 THEN PO 
KE 764, 28: GOTO 20 

1023 IF NftM5=FILES THEN ? :? "ERROR-TR 
y AGAIN": GOTO 1021 

1024 CLOSE «2:TRAP 1820:0PEN a2,8,0,Nft 
MS:? tt2; FILES CSNJ :? «2jPCSS:? a2;RFLGS 
;CLOSE »2:P0KE 764,28:G0T0 20 

1030 DIM LODES C423 : RESTORE 1098: FOR 1= 

1 TO 42;SEiftD J:L0DES(I,I3=CHRS<J} :NEXT 
I 

1040 DIM M0ySC69J : RESTORE 1128:F0R 1=1 

TO 69:REaD J :MOUS il , I}=CHRS CJ) : NEKT I 

1050 DIM CMPS (107) : RESTORE 1160: FOR 1= 

1 TO 107:REiftD J:CMPSCI,I)=CHRS(J) :HEXT 

I 
1060 DIM R0TStl26} :HESTORE 1220:FOR 1= 
1 TO 126:REiaD J:R0TSCI,I}=CHRS(:J) :NEJ<T 

I 
1070 RETURN 
1880 REM Load screen 

1890 DftTA 216,104,162,16,169,7,157,66, 
3,169,0,157,72,3,169,30,157,73,3,165,8 
8,157,68,3,165,89,157,69,3,32,36 
1100 OftTfl 228,189,67,3,133,212,169,8,1 
33,213,96 

1118 REM Move card 

1128 DflTA 104,104,133,204,104,133,203, 
104 , 133 , 286 , 104 , 133 . 285 . 104 , 184 , 133 , 28 
7,104,104,133,208,104.104,133 
1138 OATfl 209,164,207,136,177,203,145, 
205,136,16,249,198,208,248,29,165,203, 
24 ,181,209,133,283,165,284 
1148 DATA 105,0,133,204,155,205.24,181 
,289,133,205,165,206,105,0,133,206,24, 
144,213,96 

1150 REM CoMpare MCMory 

1160 DATA 184,104.133,204,104,133,203, 
184,133,206,104,133.205,104,133,208,10 
4,133,287,201,8,208,8,165,208 
1170 DATA 201,0,240.4,198.208,198,208, 
160, 0,160, 0,177, 203. 209, 205, 208, 48 ,,165 
, 207 ,201,8,248,31, 198 . 287 , 185 



1180 DATA 283,24,105,1,133,283,165,204 

, 105 ,0,133, 204 , 165 , 285 , 24 , lOS , 1 , 133 , 20 

5,165,286,185,8, 133,206,24 

1198 DATA 144,213,165.288,281,0,240,14 

,198,288,24,144.214, 169,1,133,212,169, 

0,133,213,96,169,8,133,212 

1200 DATA 133,213,96 

1210 REM Rotate card 

1220 DATA 104,104,133,284,184,133,283, 

184, 133,206,104,133,205,169,31,133,289 

,169,3,133,210,160, 0, 162,8,177 

1230 DATA 203,133,207,169,0,24,10,78,2 

87,185,0,282,208,248,133,208,162,8,177 

,285,133,287,169,0,24,18 

1248 DATA 70,287,105,8,202,208,248,145 

, 203 , 165 , 208 ,145., 205 , 165 , 289 . 281 , 8 , 240 

,54,198,209,165,218,201,0,240 

1250 DATA 35,169,1,133,207,198,210,165 

,203,24,101,207,133,203,165,204,105,0, 

133 , 204, 165, 205 . 56 . 229 , 207 , 133 

1268 DATA 205,165,206,233,8,133,206,24 

,144,165,169,37,133,207,189,3,133,210, 

24,144,216,96 



CHECKSUM DATA. 

(see page 43) 



18 DATA 134,525,257,210,914,214,367,35 

7 , 897 , 678 , 975 , 146 , 514 , 268 , 965 , 7421 

150 DATA 939,3,42,902,458,467,215,203, 

494 , 644 , 114, 929 , 85 , 845 , 780 , 7040 

258 DATA 942,667,155,22,679,339,512,46 

5,198, 608 , 558 , 91 , 787 , 442 , 42 , 6507 

395 DATA 731,364,787,573,457,845,470,8 

49,713,866,730,705,152,96,512,8859 

548 DATA 731,452,502,736,422,131,244,5 

39,727,828,414,818,819,383,289,7955 

690 DATA 839,236,194,816,686,364,545,6 

88,669,844,245,477,193,815,382,7985 

878 DATA 684,169,175,482,669,743,839,6 

99,667,615,207,302,624,947,921,8663 

1011 DATA 782,562,783,351,147,664,167, 

796,878,541,126,40,332,822,744,7727 

1050 DATA 693,774,786,294,93,959,917,6 

28,456,694,971,678,715,326,408,9384 

1200 DATA 275,369,935,316,683,958,103, 

3631 




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CIRCLE #113 ON READER SERVICE CARD 



ISSUE 22 



ANALOG COMPUTING 



■■npi 

B 





Tk 






• 




■. \ It 


'^^^■KS^'^ 



^t 



. Ruu.iir.Hn 



WINDOW '■ 



* ' *^ 




k£. 




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RNfNn FAJKO^I 



^MO 0KPKNC 



24K Cassette or 32K Disk 



by Scott Sheck 

When the game begins the sky will be clear, but 
then a loud siren will sound, warning you of an 
Air Attack. You will begin to see missiles heading 
toward your central missile base and six missile fac- 
tories. The only defense will be to fire your own 
high-speed missiles to intercept the oncoming ones. 
You are equipped with 30 missiles; however, if the 
enemy should bomb your missile base, you will be 
left defenseless. 

Occasionally, an enemy craft will pass over your 
factories, dropping containers of explosive fuel. 
Should one of the containers hit a factory, it will 
explode. On the other hand, if the container hits 
the ground, the explosive fuel will spill out. It will 



be hazardous only if ignited by one of the enemy's 
missiles. 

Periodically, enemy attacks will be suspended while 
you are replenished with missiles. The assault will 
start up again, but with much faster missiles than be- 
fore, and enemy crafts which trax'cl faster, with in- 
creased resistance to your interceptor missiles. The 
game ends when all of your missile factories have 
been destroyed. 

Scoring. 

Scoring will be as follows: enemy missiles — 5 
points; enemy craft — 25 points; and fuel container 
— 50 points. Additional points: after each attack 
ceases, you will receive 100 points for each missile 







:oo.»o«^^ 



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f 



CASADAPTER 

THE ORIGINAL CASSETTE INTERFACE... 



Allows you to use your own cassette recorder or 
stereo for loading and saving of programs. It makes 
your own home stereo or portable cassette player act 
just like an Atari 410 or 1010 recorder. 
CASADAPTER gives you motor 
control, audio, and data channels. 
The CASADAPTER plugs directly 
into the computer and requires 
no other interfaces. An L.E.D. 
shows the transfer of all data. 
CASADAPTER will work with all 
of the Atari brand computers. 



CIRCLE #114 ON READER SERVICE CARD 



*39.95 




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COD. accepted 

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*Atari Is a trademark of Atari. Inc. 



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^^. -r^. .^^« Williamsville, New York 14221 

COMPUTER PRODUCTS (7i6) 632-3441 



ISSUE 22 



ANALOG COMPUTING 



PAGE 41 



factory that has remained standing and 5 points for 
each of your unused missiles. Bonus: every 2000 
points, you will receive an extra missile factory. 

Designing the game. 

If you've never programmed a game, you might 
ask, "Where do you start in programming a game?" 
To answer this question, let's take a look at this 
game. 

Step 1 — I first started by drawing the scenery 
(the non-moving objects). This included the mis- 
sile base, the six missile factories, the ground, the 
interceptor missiles and the score. Printing the score 
(Line 25) involved modifying the display list, which 
description — for the sake of brevity — I have 
omitted here. The rest of the scenery was drawn by 
Lines 400-445 in graphics mode 7. 

Step 2 — Next, I figured out what the moving ob- 
jects were going to look like. Moving objects in- 
cluded the enemy missiles, the enemy craft, the fuel 
container and the aim. Before placing these objects 
on the screen, I had to find a way to make them 
all move at the same time. If you played the game 
and watched the objects move, it probably looked 
as if they were, indeed, all moving at the same time. 
Actually, they were not. Each object was taking 
turns moving. 

T) show how I did this, let's take as an example 
three objects labeled 1-3. To make it look as if all 
three objects are moving at the same time, I would 
do the following: a. move object 1; b. move object 
2; c. move object 3; and d. go back to "a." Your 
computer could go through these steps so quickly 
that it would appear as if all three objects were 
moving simultaneously. To convince yourself of this 
RUN the short program below on your computer. 

18 GRAPHICS 7: COLOR 1 

20 A=l:B=l:C=l:REl1 starting point for 

each object 

30 PLOT 4e,A:A=A+i:REM Move object i 

40 PLOT 6e,B:B=B+l:REH Move Object 2 

88 PLOT 80,C:C=C+l:REN MOVe Object 3 

60 GOTO 30 

Now, suppose you wanted object 1 to move faster 
than the other lines. You would do this by adding 
the line below to the program: 

25 PLOT 40,A:A=A+1 

Step 3 — The next step I took was to detect col- 
lisions between the moving objects. I did this by 
using the two BASIC commands: COLOR and LO- 
CATE. This is how I used the color registers: color 
— sky (background); color 1 — ground; color 2 — 
enemy missiles; and color 3 — explosions, missile 
factories, missile base. 

This is how I detected collisions (using the LO- 
CATE command): enemy missile — if it touches col- 
or 3 then erase missile trail and place explosion 
there (Lines 120-130), if it touches color 1 then 
erase missile trail (Line 130); fuel container — if it 



touches color 1 then draw spilled fuel (Line 160), if 
it touches color 3 then erase container and place 
explosion there (Line 165); and enemy craft — if it 
touches color 3 then erase craft and place explosion 
there (Line 160). 




© 



.■"~\ 




Air Attack. 

These are the steps I took when moving the ob- 
jects in my game (Lines 50-96): 

Lines 8-12 — Move the aim and check if 
the button is pressed. 

Lines 55-60 — Move enemy craft if it 
should be moved and detect its collision. 

Lines 80 and 150 - 200 — Move missile if 
it should be moved and detect its collision; 
move the aim. 

Lines 100 - 136 — Move enemy missile cor- 
responding to P in Line 50 and detect its col- 
lision. 

Line 85 — Check if missile base is blown up. 

Go back to Step 1. 

Setting up the game. 

Type in the program and then SAVE it immedi- 
ately before running the program. Only after you 
have saved the program, type RUN. The screen will 
then go blank for about fifteen seconds before the 
game begins. 

This game requires an Atari with 24K of memory, 
however, you can play the game on a 16K Atari, if 
the title screen is removed. This is done by delet- 
ing the GOSUB 900 in Line 1011 and deleting 
Lines 899-995. 

Final words. 

What inspired me the most in writing this game 
was T)m Hudson's article, "Graphic Violence" (ANA- 
LOG issue 8). After seeing the demo that was in- 
cluded in the article, I was so impressed that I had 
to come up with a game using the explosions, so 
I used his routine in this game. I later wanted to 
include player/missile graphics in my game, and I 



PAGE 42 



ANALOG COMPUTING 



ISSUE 22 



found two very easy-to-use player (ANALOG issue 
10) and missile (ANALOG issue 11) routines that 
Mr. Hudson had also written. Unfortunately, 1 
couldn't use these routines due to the large size of 
my program. However, I would like to thank Mr. 
Hudson for showing me how to add the player rou- 
tine to the G.V. routine. 

In addition to player/missile graphics, I also have 
added two machine language routines which help 
speed up the game's action. These routines were 
written by D.K. Titchenell. One routine, which is 
stored in POK$ in my program, allows my program 
to make multiple POKEs. The other, stored in 
MOV$, allows fast movement of blocks of RAM 
to other areas of RAM. D 



Program description. 

Line 5 — Set up the scenery. 
Lines 8-10 — Check joystick trigger. 
Lines 11 - 12 — Move the aim. 
Line 25 — Change the score. 
Line 26 — Sound of spilled fuel. 
Lines 50-96 — Main routine. 
Lines 100 - 136 — Enemy missile movement 
and its collision detection. 



Lines 150 - 200 — Fuel container movement 
and its collision detection. 

Lines 300 - 319 — Data for the different 
enemy missile paths (used in Line 600). 

Line 400 — Draw the ground. 

Line 421 — Data for position of each mis- 
sile factory. 

Lines 425 - 430 — Draw the missile fac- 
tories. 

Line 434 — Draw the thirty interceptor mis- 
siles. 

Lines 435 - 445 — Draw the central missile 
base. 

Lines 450 - 460 — Joystick movement data. 

Line 600 — Get a different enemy missile 
path. 

Lines 700 - 842 — Set up players, missiles, 
POK$ and MOV$. 

Lines 850 - 860 — Sound of the siren. 

Lines 1000 - 1020 — Dimension variables 
and initialize values. 

Lines 2850 - 2880 - Check for a free mis- 
sile factory. 

Lines 2900 - 3509 - Change difficulty level 
of each new attack. 

Lines 4000 - 4100 — Count remaining mis- 



Some 


program listings 


reproduced 


in ANALOG may contain "strange 


" characters not shown on the 1 


Atari keyboard. These 


are special characters 


which use the CI RL, ESC and "ATARI LOGO" (IN- 1 


VERSE) keys. Shown 


below 


is a 


ist of these characters and the 


key 


strokes used to 


get th 


zm. D 


f 


CTRL , 












■ 





INVERSE 


CTRL 


N 


F 


CTRL A 




— — — 


CTRL Z 






■ 





INVERSE 


CTRL 


N 


i 


CTRL B 







E5C ESC 






1 





INVERSE 


CTRL 





J 


CTRL C 







ESC CTRL 


UP-ARROH 


G 





INVERSE 


CTRL 


P 


H 


CTRL D 







ESC CTRL 


DOHN-ARROM 


R 





INVERSE 


CTRL 


Q 


1 


CTRL E 







ESC CTRL 


LEFT-ARROW 







INVERSE 


CTRL 


R 


/ 


CTRL F 







ESC CTRL 


RIGHT-ARRON 


■ ■ 

■ ■ 





INVERSE 


CTRL 


S 


\ 


CTRL G 







CTRL . 






n 





INVERSE 


CTRL 


T 


A 


CTRL H 







CTRL ; 






■ 





INVERSE 


CTRL 


U 


■ 


CTRL I 







ESC SHIFT CLEAR 


1 





INVERSE 


CTRL 


V 


k 


CTRL J 







ESC BACK 


S 




■ ■ 





INVERSE 


CTRL 


H 


I 


CTRL K 




""""*" 


ESC TAB 






If 





INVERSE 


CTRL 


X 


■ 


CTRL L 







INVERSE 


CTRL 


f 


1 





INVERSE 


CTRL 


Y 


"" -.— .— 


CTRL M 







IMUERSE 


CTRL 


A 


L' 





INVERSE 


CTRL 


Z 


_ 


CTRL N 







INVERSE 


CTRL 


B 


□ 





ESC DELETE 




■ 


CTRL 







INVERSE 


CTRL 


C 


E3 





ESC INSERT 




* 


CTRL P 







INVERSE 


CTRL 


D 


□ 





ESC CTRl 


TAB 


tCLR) 


r 


CTRL 







INVERSE 


CTRL 


E 


B 





ESC SHIFT TAB fSETJ 1 


— 


CTRL R 




— — — 


INVERSE 


CTRL 


F 


■ 





INVERSE 


SPACE 




+ 


CTRL 5 







INVERSE 


CTRL 


G 


■ 





INVERSE 






• 


CTRL T 







INVERSE 


CTRL 


H 


□ 





INVERSE 


CTRL 




■ 


CTRL U 




— — — 


INVERSE 


CTRL 


I 


D 





INVERSE 


CTRL 


. 


1 


CTRL V 







INVERSE 


CTRL 


J 


II 





INVERSE 






T 


CTRL H 







INVERSE 


CTRL 


K 


Q 





ESC CTRL 


2 




4. 


CTRL H 




— — — 


INVERSE 


CTRL 


L 


CI 





ESC CTRL 


BACK 


S 


1 


CTRL Y 












n 




ESC CTRL 


INSERT 1 




















^^^^^^^H 







ISSUE 22 



ANALOG COMPUTING 



PAGE 43 



sile factories and interceptor missiles. 

Lines 4200 - 4205 — Is the game over? 

Lines 10010 - 15230 — Graphic Violence 
initialization. 

Program variables. 

AMMO — Holds an even number from 80 to 
144. 

XAIM — P/M X-coordinate of the aim. 

YAIM — P/M Y'coordinate of the aim. 

XX() — Array holding joystick's X-direction. 

YY() — Array holding joystick's Y-direction. 

SCORE — Current score. 

PNTS — Points to be added to current score. 

P — Current enemy missile being referred to. 

STREAMS — Number of enemy missiles for 
a particular attack. 

YPl — P/M Y-coordinate of the enemy craft. 

PLYR — P/M X-coordinate of the enemy craft 
(220 - off the screen). 

RAND — Value from to 255. 

PROB — Probability used to determine if 
craft or container should appear. 

SPEED — Used to speed up craft and enemy 
missiles. 

Ml — If Ml = l then container has been 



dropped, else it's not dropped. 

MX — Or. 7 X-coordinate of container. 

MY — Or. 7 Y-coordinate of container. 

X(P) — X-position of enemy missile P. 

Y(P) — Y-position of enemy missile P. 

SLOPE(P) — Slope of enemy missile P's path. 

START(P) — X-coordinate of where enemy 
missile P began. 

STCNT — Number of enemy missiles des- 
troyed. 

STLIMIT — Limit on the number of enemy 
missiles for that attack. 

MISPD — Used to speed up container speed. 

ATTACK - Difficulty level. 

B$ — Determines if a missile factory is still 
standing (e.g., if B$ = "llllll" then all six fac- 
tories are still standing). 

S — Stick direction (5 - 15). 

PL1$ — Shape of enemy craft. 

A1M$ — Shape of the aim. 

MOV$ — Machine language routine which 
moves blocks of RAM. 

POK$ — Machine language routine which 
allows multiple POKEs. 

FREECITY — Value which signals when to 
give a free missile factory. 



WHAT IS 
D:CHECK/C:CHECK? 



Most program listings in ANALOG are followed by a table of numbers appearing as 
DATA statements, called "CHECKSUM DATA." These numbers are to be used in conjunc- 
tion with D:CHECK and C:CHECK, which appeared in the ANALOG Compendium and 
Issue No. 16. 

D:CHECK and C:CHECK are programs by Istvan Mohos and Tom Hudson. They are 
designed to find and correct typing errors when entering programs from the magazine. 
For those readers who do not have a copy of either article, send for a copy of back issue 
16 ($4.00) or The ANALOG Compendium ($14.95 plus $2.00 shipping and handling) from: 

ANALOG Computing 

P.O. BOX 615 
HOLMES, PA 19043 



PAGE 44 



ANALOG COMPUTING 



ISSUE 22 



I GRAPHICS 2+16:P05ITI0« 5^ 3;? tt6;"air 
attack":? tt6:? tttj" by: M4A4aEJ.Tnfg 

■':F0R 0=1 TO ieee:KEKT »«»"wi>i 

5 G05UB 1888: GOTO 58 

8 IF A»H)<75 OR PEEKC644J=C1 THEH 11 

5 I=XftlK-45 : T=YftI«-14 : fli^USR tflDR CEXPLSJ 

,I,TJ:COLOR CI : PLOT Al«f0,94 : AI<a<fO=AHHO~ 

C2 

18 PLOT S1,8?:DRAMT0 I,T:COLOR CZiDRAM 

TO 81,8?:DRAMT0 I,T 

II KAIM=KAIM+KHtS>»6:KAIItXAIK+ffXAIM< 
583 - tKAIM>137J 1*6 : YAIM::YAIM+YY C5I»4 : YA 
IM=YAIM+ t CYAIM<24 J - CYAIM> 92J J »4 

15 5=PEEKC632J :POKE 5324?,XAIK: A=U5R CA 
DR C«0V$3 , ADR CAIH$} , PrffiASE+e48+YAIM, IIJ 
: RETURN 

25 SC0RE=5C0RE+PIIT5:P0KE 87,CZ :P0SITI0 
« 28, CZ:? ttC6;SC8RE:P0KE 87, 7: RETURN 

26 FOR M=95 TO 12 STEP -18: SOUND C3,M, 
18,H:NEXT H:G0SU6 868:RETURN 

58 5=15:F0R P=CZ TO STREAMS :GOSUB 8 

55 IF PLYR<228 THEN 58 

56 IF RAND>PR8B THEN 88 

57 PLYR=48 

58 PLYR=PLYfl+SPEEO : A=USR CADR (POK$} , 532 
5e,PLYR,53278,Cl) 

68 IF PEEKC53254J=4 THEN PLYR=225 :POKE 
53258, 225 : PNTS=25 : GOSUB 25 : A=USR tADR C 
EXPLS) , PLYR-45 , YPl-15 J 
88 IF Ml THEN GOSUB 158 

85 GOSUB 11: COLOR C2: GOSUB 188: LOCATE 
88,89,Z:IF Z=CZ THEN COLOR C1:PL0T 88, 
94:DRAMTe AMMO, 54 : AMM0=78 

86 NEXT P:RAND=PEEK {537783 

88 IF Hl^CZ THEN IF PLYR<285 AND RAHD< 

PROB THEN Ml=Cl:l«=PLYR-42:P0KE 53252, 

PLYR+4:MYrYPl+7:P0KE 53767, C16*183+8 

92 IF PLYR<228 THEN YP1=YP1+INT CRND C83 

*53 -C2 : ArUSR CADR (mv$3 , ADR CPL1S3 , PMBAS 

E+768+YPl,93 

96 GOTO 58 

188 X::XCP3 :YrY(PJ :PLOT X, Y:X=X+5L0PECP 

1 :Y=Y+SPEED: LOCATE X,Y,Z 

115 IF ZOCl AND ZOC3 AND Y<89 THEN D 

RAHT8 X,Y:XCP3-X:YCP3=V:RETURN 

128 IF Z=C3 THEH A=USR «ADR CEXPLSJ ,X, Y3 

138 COLOR CZ:DRAHTO START tP3 ,C2 : GOSUB 

688 :PNTS=5: GOSUB 25 

135 STCNT=STCNT+C1:IF STCNTrSTLIMIT TH 
EN 2988 

136 RETURN 

158 T=PMtASE+384+KY : A=USR {ADR (P0K$3 , 53 

766, MY , 53278 , 1 , T+MI5PD, C33 

155 IF KY>ie8 THEN POKE T+KESPD, CZ : Ml= 

CZ:GOSUB 868:G0T0 165 

168 IF PEEK {532483 =C1 THEN POKE T+KISP 

D,CZ:M1=CZ: COLOR C3:PL0T HX,88:DRAI{T0 

MX-Cl, 98: GOSUB 26 :PNTS=58 : GOSUB 25 

165 POKE T,CZ:MY=MY+MISPD:IF PEEK {5324 

83=4 THEN A=USR {ADR {EXPLS3 ,KX,HY-283 :P 

OKE T+KISPD,CZ:M1=CZ: GOSUB 868 

288 RETURN 

388 DATA 45,2 

381 DATA 158,-2 

382 DATA 3,2 

383 DATA 36,8 

384 DATA 54,2 

385 DATA 99,-2 

386 DATA 117,-2 

387 DATA 99,-2 

388 DATA 48,2 

389 DATA 148,8 
318 DATA 23,2 

311 DATA 138,-2 

312 DATA 16,8 

313 DATA 188,8 

314 DATA 56,8 

315 DATA 16,8 

316 DATA 32,2 

317 DATA 128,8 

318 DATA 84,8 

319 DATA 28,2 

488 COLOR Cl:FOR X=CZ TO 7:PL0T X,95-X 

ZDRAWTO 159-K,95-X:NEXT X: COLOR C2:PL0 

T 7,87:DRAMT0 152,87 

421 DATA 11,31,51,183,123,143 

425 Y=91: RESTORE 421: FOR K=C1 TO C6:RE 

AD X 



426 IF B${M,H3=:"8"' THEN 438 

427 COLOR C2:FQR B=CZ TO 5:PL0T X+B,Y: 
DRAi4T0 X+B,Y-C2:NEXT B 

428 COLOR C3:PL0T X, Y-C3 :DRAHTO X+5,Y- 
C3 

429 PLOT X+C1,Y-4:0RAKT0 X+C6, Y-4 :DRA« 
TO X+C6,Y-C1:PL0T X+7, Y-C2:DRAHT0 X+7, 
Y-5:DRAWT0 X+C2, Y-5 :PLOT X+C2,Y 

438 NEXT M 

434 COLOR CZ:FOR B=88 TO 144 STEP C2:P 
LOT B,94:NEXT B:AI«fO=144 

435 RESTORE 439 : F=CZ :COLOR C3 

436 FOR T=C1 TO 4:READ X,Y,Z:PLOT X,Y: 
DRAHTO Z,Y:NEXT T:IF F=CZ THEN F=1:C0L 
OR C2:G0T0 436 

437 COLOR C3:PL0T 84,89:PL0T 87,92:PL0 
T S5,87:DRAUT0 85,89:C0LOR CZ:PLOT 81, 
87:PL0T 82,87:PL0T 88,93 

439 DATA 74,91,88,75,98,89,77,88,84,78 
,87,84,73,93,86,73,92,86,76,98,83,76,8 
9,83 

445 RETURN 

458 RESTORE 468: FOR X=5 TO 15: READ N:X 

K(X3=N:READ N : YY {X3 =N : NEXT X:RETURN 

468 DATA 1,1,1,-1,1,8,8,8,-1,1,-1,-1,- 

1,8,8,8,8,1,8,-1,8,8 

688 STR«TYPE=INT{RND{CZ3»43+{4»P3 :REST 

ORE STRHTYPE+3e8:READ B,C :X {P3=B: Y {P3= 

C2 : START (P3 =B : SLOPE {P3 =C : RETURN 

788 A=PEEK {1863 -28 : PI«ASE=256KA : A=USR ( 

ADR {POK53 , 54279 , A , 559 , 46 , 53277 , 3 , 53248 

, PI, 623, 2, 784, 286, 786, 62, 785, 155 

738 PLYR=4e:Y=384 

848 Y=384 

842 POKE PI«ASE+Y,CZ:A=USR{ADR(H0V$3,P 
>»ASE+Y,PWBASE+Y+1,2553 :IF Y=384 THEN 
Y=648:G0T0 842 

843 RETURN 

858 Y=ATTACK#-C2:F0R X=C1 TO C2: SOUND 
C3, 174+Y , 18 , 8 : SOUND CI, 176+Y, 18, 7 : FOR 
Y=58 TO 388: NEXT Y:NEXT X 
868 SOUND C3,CZ,CZ,CZ:S0UND C1,CZ,CZ,C 
Z : RETURN 

899 REM DRAK VERTICAL LINES 

988 RESTORE 99e:F0R D=l TO 35e:NEXT D 

918 READ X,Y:IF X=-l THEH 929 

911 COLOR 3:PL0T 81,87:DRAWT0 K,Y:S0UN 

D 8,8,8,e:C0L0R 8:DRAMT8 81,87:DRAUTQ 

X Y 

9i5 FOR I=Y TO Y+7 

925 COLOR I/2:PL0T X,I:SOUND 8,1,8,8 

927 NEXT I:GOTO 918 

929 COLOR 2:PL0T 119, 35 :DRAWTO 112,42: 

DRAUTO 119,58:PL0T 97,24 :DRAHTO 184,31 

938 REM DRAM HORIZONTAL LINES 

932 READ X,Y:IF X=-l THEN 958 

935 FOR I=X TO K+? 

945 COLOR I:PLOT I,Y:SOUND e,Y,18,8 

947 NEXT I: GOTO 938 

958 RESTORE 998: FOR D=l TO 388: NEXT D: 

SOUND 8,8,8,8 

952 READ X,Y:IF X=-l THEH 968 

955 A=USR{ADR{EXPLS3,X+l,Y+33 :FOR 0=1 

TO 30: NEXT 0:GOTO 952 

968 FOR Y=8 TO 6 : A=USR(ADR {EXPL$3 ,184, 

16+Y»73:NEXT Y:FOR Y=0 TO 3:A=USRtADRt 

EXPLS3, 119, 35+Y»83 : NEXT Y 

962 FOR 0=1 TO 588: NEXT D: RETURN 

998 DATA 78,16,78,24,77,16.77,24,87.16 

,87,24,97,16,97,24,184,16 

991 DATA 58,35,58,43,57,35,57,43,65,35 

,65,43,76,35,76,43,83,35,83,43,98,35,9 

8,43,188,35,188,43,112,35,112,43,-1,-1 

993 DATA 78,16,78,24,84,16,84,31,97,16 

,97,24 

995 DATA 58,35,58,43,62,35,73,35,83,35 

,83,43,188,35,188,58,-1,-1 

1888 DIM SLOPE {183, X {183, Y {183, START {1 
83 , B5 {63 , XX {153 , YY {153 , PLlS {93 , AIMS Cil 
3,M0US{393 ,P0K5{253 

1885 CZ=8:Cl=l:C2=2:C3=3:C6=6:P0KE 559 
,CZ:GOSUB 18818:G0SUB 458:P0KE 559,34 

1889 GRAPHICS 7+16 :DL=PEEK {5683 +256«PE 
EK{5613 

1818 SCeRE=CZ : FREECITY=28e8 : ATTACK=CZ : 
BS="111111":685UB 788: GOSUB 3888 
1811 GOSUB 988:G8SUB 858 : A=USR {ADR {PSK 
S3, 718, 2, 712, 148, DL+3, 663 



ISSUE 22 



ANALOG COMPUTING 



PAGE 45 



1028 RETURN 

2858 IF SCORE<FREECITY OR B$="illlll" 

THEN 2888 

2855 FOR M=C1 TO C2:F0R T=C1 TO C3:F0R 
K=15 TO CZ 5TEP -4:50UHD Cl,48-T»5,10 

,K:NEKT K:NEKT T:NEKT M 

2856 SOUND C1,CZ,CZ.CZ 

2868 M=INTtRNDtCZ3»C6J+Cl:IF B*CK,KJ=" 

1" THEN 2868 

2865 B$ fX , m ="1" : FREECITY=FREECITY+288 

8 

2888 RETURN 

2988 l«.=CZ:PLYR=228: COLOR CZ:FOR P=CZ 

TO STRE«HS:PLOT K CP] , Y(P] : DRAWTO START 

(P) C2:HEXT P 

3888 GOSUB 848:S0UND C3,CZ,CZ,CZ: ATTAC 

K=ATTACK+Cl:IF ATTACK>9 THEN flTTACK=9 

3815 RESTORE 3588+ATTftCK :READ A,B,C,D, 

E : STLIMIT=fl : STREfl«5=B : SPEED=C : PROB=D : M 

ISPD=E 

3818 FOR P=CZ TO STREAHS :GOSUB 688: NEK 

T P 

3828 IF ATTACK>C1 THEN GOSUB 4888 :FOR 

D=C1 TO 208:NEXT D:GOSUB 2858:G0SUB 42 

88 

3288 STCNT=CZ : YPl=6e : YAIH=68 : KAIM=99 

3228 POKE 752,Cl:? ttC6; "5" :PNTS=CZ : GOS 

UB 25: GOSUB 488: IF ATTACK>C1 THEN GOSU 

B 858: GOTO 50 

3408 RETURN 

3581 DATA 15,3,2,5,1 

3582 DATA 28,3,3,18,1 

3583 DATA 28,4,3,15,2 

3584 DATA 28,4,5,28,1 

3585 DATA 28,4,6,48,1 

3586 DATA 28,4,6,95,2 

3587 DATA 28,4,7,99,2 

3588 DATA 28,4,7,148,3 

3589 DATA 28,4,9,288,3 

4888 FOR D=C1 TO 280: NEXT D: RESTORE 42 

l:COLeR CZ:Y=91:BS="8e8e08" 

4885 FOR X=C1 TO C6:REA0 A: LOCATE A+C3 

Y~C2 Z 
4818 IF Z=C2 THEN PNTS=188 : GOSUB 25:F0 
R B=CZ TO 7:PL0T A+B,Y:DRAHTO A+B,Y-5: 
NEXT B: GOSUB 4188 : B$ CX, XJ ="1" 
4848 NEXT X 

4855 COLOR CI: FOR B=AI«tO TO 88 STEP -C 
2:PL0T B,94:G0SUB 4180 : PNTS=5 : GOSUB 25 
:NEXT B 
4898 RETURN 

4188 FOR 5=5 TO 45 STEP ie:SOUND CZ.S, 
8,S/C3:NEXT S:SOUND CZ,CZ,CZ,CZ:FOR D= 
CI TO 28: NEXT D: RETURN 
4288 IF B5<>"888888" THEN RETURN 

4281 P OKE 53277, 8: GRAPHICS C2:? ttC6;" 
PRESS \*ilU BUTTON"," TO PLAY AGAIN" :P 
OSITION 4,5:? ttC6; "score:"; SCORE 

4282 IF STRIG(8}=8 THEN POP : GOSUB 188 
9: GOTO 50 

4285 GOTO 4282 

18818 DIM INIT$ (413, EXPL$ (29), MAINS C35 

53 , COORD1$ C89 J , C00RD2S f 89 J : RESTORE 118 

88 

18828 FOR X=l TO 89: READ A :C00RD1$ CX,X 

J=CHRSCAJ :NEXT XiFOR X=l TO 89: READ A: 

C00RD2SCX,X)=CHRSCAJ :NEXT X 

18848 FOR X=l TO 41: READ A: INITSCX,X)= 

CHR5CA3:NEXT X:FOR X=l TO 355:HEA0 A:M 

AIN$(X,X]=CHR${A] :NEXT X 

18858 FOR X=l TO 29 : READ A :EXPL$CX, X3= 

CHR$CA3 :NEXT K 

18868 FOR X=l TO 25: READ A : POKS tX,XJ=C 

HR$(A3:NEXT X : FOR X=l TO 39: READ A:iWU 

$(X,X3=CHR$CA3 :NEXT X 

18878 FOR X=l TO 9:READ A :PLlStX,X)=CH 

RSCA3:NEXT X:FOR X=l TO 11: READ A:AIHS 

CX , X3 =CHRS CA3 : NEXT X 

18888 POKE 1558,192:P0KE 1569,48:P0KE 

1578,12:P0KE 1571,3 

18188 A=USR (ADR (INIT$3 , ADR (HAINES , ADR ( 

C00RD1$3 , ADR (C00RD2S3 , 8 , 13 

18118 RETURN 

11818 DATA 8,1,255,8,255,8,255,2,1,1,8 

,254,255,1,8.1,254,254,2,8,1,255,2,2,2 

,255,254,1,253,3,3,4,252,253,254 



11828 DATA 255,254,2,3,3,253,8,8,8,4,4 

,252,255,2,8,3,2,1,253,254,254,252,253 

,3,253,252,251,251,252,4,3,4,255 

11838 DATA 5,5,5,253,1,254,8,255,252,2 

53,251,253,252,3,4,3,1,255,1,2,4 

12888 DATA 8,255,1,2,254,255,8,1,254,8 

,1,8,255,1,253,253,2,255,255,254,2,3,2 

,8,254,2,1,3,254,1,254,255,8,1,253 

12818 DATA 253,254,3,2,8,3,252,4,3,8,2 

,2,4,4,5,3,253,252,8,3,4,254,252,252,2 

,1,1,8,255,254,255,1,251 

12828 DATA 8,255,1,4,4,252,251,252,253 

,253,255,255,3,253,253,4,251,5,5,252,3 

13888 DATA 184,169,8,141,8,6,141,1,6,1 

84,178,184,168,169,7,32,92,228,184,133 

,284,184,133,283,184,133,286 

13818 DATA 184,133,285,184,184,141,11, 

6,184,184,141,12,6,96 

15888 DATA 216,165,16,41,127,133,16,14 

1,14,218,173,11,6,248,28 

15818 DATA 173,14,6,24,185,16,141,14,6 

,173,198,2,41,15,13 

15828 DATA 14,6,141,198,2,173,12,6,248 

,22,173,13,6,248,17 

15838 DATA 56,233,1,141,13,6,74,74,74, 

141,1,218,169,48,141 

15848 DATA 8,218,173,8,6,248,31,238,1, 

6,174,1,6,173,2 

15858 DATA 6,157,64,6,173,3,6,157,85,6 

,169,127,141,13,6 

15868 DATA 169,0,157,186,6,141,8,6,141 

,5,6,238,5,6,173 

15878 DATA 1,6,285,5,6,16,3,76,98,228, 

174,5,6,169,8 

15888 DATA 141,4,6,189,186,6,281,89,48 

,51,238,4,6,56,233 

15898 DATA 89,281,89,48,41,138,168,232 

,236,1,6,248,2,16,21 

15188 DATA 189,64,6,153,64,6,189,85,6, 

153,85,6,189,186,6 

15118 DATA 153,186,6,288,288,227,286,1 

,6,286,5,6,169,8.248 

15128 DATA 176,254,186,6,168,189,64,6, 

24,113,283,141,6,6,281 

15138 DATA 168,176,159,189,85,5,24,113 

,285,141,7,6,281,96,176 

15148 DATA 146,18,133,287,169,8,248,2, 

248,137,133,288,165,287,18 

15158 DATA 133,287,165,288,42,133,288, 

165,287,18,133,287,141,9,6 

15168 DATA 165,288,42,133,288,141,8,6, 

165, 287, 18, 133, 28? , 165, 288 

15178 DATA 42,133,208,165,287,18,133,2 

87,165,288,42,133,288,165,287 

15188 DATA 24,189,9,6,133,287,165,288, 

189,8,6,133,288,165,88 

15198 DATA 24,181,287,133,287,165,89,1 

81,288,133,288,173,6,6,41 

15288 DATA 3,168,198,32,6,142,18,6,173 

,6,6,74,74,24,181 

15218 DATA 287,133,287,165,288,185,8,1 

33,288,168,8,173,4,6,288 

15228 DATA 11,173,18,6,81,287,145,287, 

169,8,248,132,173,18,6 

15238 DATA 73,255,49,287,145,287,169,8 

,248,241 

18888 DATA 184,173,1,6,281,28,48,5,184 

,184,184,184,96,184,184,141,2,6,184,18 

4,141,3,6,159,1,141,8,6,96 

17888 DATA 184,74,178,168,8,184,133,25 

5,184,133,254,104,248,4,288,145,254,13 

6,104,145,254,202,288,237,96 

18888 DATA 184,184,133,215,184,133,214 

,184,133,217,184,133,216,184,133,218,1 

84,178,168,0,177,214,145,216 

18818 DATA 288,288,4,238,215,238,217,2 

82,288,242,198,218,16,238,96 

19888 DATA 8,8,68,255,165,255,68,8,8 

28888 DATA 8,8,8,8,8,62,8,8,8,8,8 



(CHECKSUM DATA continued on page 46) 



PAGE 46 



ANALOG COMPUTING 



ISSUE 22 




The Most Fun You' II Have With Your Printer 



MegaFont II 

The Complete Program Lister and Graphics Dumper 
by Richard Rognlie and l?andy Dellinger 

". . . dandiest program lister . . ."Creative Computing 

Dump your Graphics 7+ and 8 screens (created with MicroPainter, 
Koalapad, etc.) to your printer in quarter, halfor full page size. ListALL 
control and inverse characters in any of 1 1 fonts provided. Or use any 
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directly to printer, change line spacing on listed files, 2 new fonts. For 
use with NEC, Prowriter, Epson W/Graftrax or compatible printers. 
Please specify printer. 
48K disk Only $24.95 



The Ultimate Atari Database Manager 



MegaFiler 

by Jerry Kwlt (Mode lUlixer 2) 

User Friendly — Powerful — Menu Driven 

IVlegaPiler is the most powerful system for keeping records your Atari 
computer has ever seen. It will allow you to store data on multiple 
disks, define formulas, modify database records, add or delete fields, 
and modify field lengths. Features Report and Label Generation. This 
database system compares with databases (costing hundreds of 
dollars) running on other computers. 
48K disk Only $29.95 



Improve Your Math Skills With 



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a by Johnny Masuda 
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Create Your Own Game Screens With 



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by Margie Bliss and Jerry Kwit 

48K disk Only $19.95 



Add 52.00 for shipping and handling. C.O.D. orders please add SI. 65 more 
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XLENT Software 

PO. Box 5228 

Dept. B 

Springfield, VA 22 1 50 

24 Hour Order Phone: (703) 644-8881 

Dealer Inquiries Welcome 

CIRCLE #115 ON READER SERVICE CARD 



CHECKSUM DATA. 

(see page 43) 



1 DftTft 141,588,472,252,546,685,712,346 

,992,782,167,197,748,423,393,7382 

88 DftTft 959,51,484,381,239,639,485,968 

,999,546,354,596,348,521,563,8845 

165 OftTft 975,583,894,911,618,894,897,7 

51,911,753,911.728,887,916,892,12521 

313 DftTO 713,982,895,892,723,986,887,4 

13,183,535,385,913,589,831,751,18358 

434 DATA 859,77,16,768,692,684,898,18, 

729,176,317,348,637,618,538,7371 

868 DATA 349,429,178,782,548,538,788,8 

71,718,687,689,531,587,879,683,9873 

952 DATA 697,325,764,529,892,863,846,9 

62,822,314,526,32,527,781,537,9417 

2855 DATA 469,98,888,988,813,735,5,392 

,585,737,842,274,795,242,437,8132 

3583 DATA 453,449,455,473,485,732,731, 

864,663,418,539,787,794,39,963,8765 

4281 DATA 882,894,735,321,122,917,862, 

341,983,758,198,43,981,928,385,9182 

12888 DATA 964,263,34,432,51,377,13,7, 

217 , 458 , 996 , 743 , 441 , 863 , 381 , 6152 

15188 DATA 958,239,326,614,853,887,899 

,169,378,615,968,489,269,122,387,8877 

17888 DATA 525,454,933,938,561,3483 



MASTER PAINTER 

FUN FOR THE ENTIRE FAMILY 

If you are a preschooler, a Phd or anywhere in between, you will enjoy 
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Will run on any 800,400 or xl series with or without the GITA chip. Re- 
quires 4Bk of RAM. 35 powerful single key stroke commands allow the 
user to easily create colorful paintings. Software is provided so that you 
can easily use your paintings in your own basic programs, 
$39.95 for disk. $34.95 for tape. 

MASTER FONT 

An efficient and easy to use character editor. Edits up to 4 characters at 
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and actually see what the animation looks like. The program is com- 
pletely menu driven. Character sets may be saved lo tape or disk. Soft- 
ware is provided so that the character sets can be used in your own 
basic programs. 
$24.95 for disk, 1 9.95 for tape. 

MASTER TEK 

Master Tek — Finally, a teklronix terminal emulator for the ATARI, with 
tektronix 4010 capabilities. Also allows the uploading and downloading 
of files to and from a host computer. Includes screen dump to graphics 
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$95.95 (disk only,. ^ISKCRAM 

WHY WASTE VALUABLE DISKS? 

DISKCRAM is here at last! A powerful set of utilities capable of storing 
up to 10 single stage boot tapes, boot disks or binary files on 1 disk. 
DISKCRAM disks will run most binary files without DOS. FAST ! I The 
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Pa, residents add 6% sales tax. Dealer inquires invited 

Atari and Tektronix are registered trademarks 



CIRCLE #116 ON READER SERVICE CARD 



ISSUE 22 



ANALOG COMPUTING 



PAGE 47 



The 
New 
Atari 

The 1984 Summer 
Consumer Electronics Show 



by Arthur Leyenberger 



The Consumer Electronics Show is a twice -yearly 
event at which manufacturers of electronic products 
display new products and announce what will be forth- 
coming in the following months. The show is held in 
Las Vegas in January and in Chicago in June, and is 
attended by close to 100,000 people each time. The 
June show is especially important, because new pro- 
ducts are announced that will become available for the 
Christmas buying season. 

Currently Atari is down to under 1000 employees, 
from a high of over 7000 in 1982. Alay Kay, Chris 
Crawford and long-range research and development are 
no longer part of our favorite company. There is con- 
tinued talk of a buy-out by Phillips Corp. But just when 
many people thought that Atari was down for the final 
count, along comes the 1984 Summer CES, in which 
Atari rolls out their new products and their new cor- 
porate identity. 

There is no doubt that Atari is an emotional word 
for most of us. Our love/hate relationship goes back 
many years. Being loyal Atari enthusiasts, we continue 
to hope that Atari will eventually come out with a 
series of computers and peripherals that will again lead 
the industry. Only this is not to be, at least not in the 
way that we have wanted. Based upon what was seen 
in Chicago, Atari has become primarily a publisher of 
software and a marketeer of hardware. This is not neces- 
sarily bad; it just means that Atari will no longer be 
a full line company with long-term hardware and soft- 
ware research and lengthy product development cycles. 



If you look at the products announced at CES, the 
company's new direction is readily apparent. Atari even 
billed their opening press conference, held on the first 
day of the show, as "June 3, 1984, the day the future 
began." Let's take a look at the new products and see 
what the new Atari has to offer. 

Hardware. 

Although Atari wasn't openly showing the 1450XLD 
computer and the 1090XL expansion box, they did have 
them available for viewing by third-party software de- 
velopers. The 1450XLD is no longer being called that 
but is simply referred to as the new high-end computer. 
Currently scheduled for a late fall introduction, the new 
machine will have 64K of RAM and will be compat- 
ible with existing Atari software and peripherals, at a 
cost of under $1000. It will contain a built-in double- 
sided, double-density disk drive capable of storing 352K 
bytes on a disk. The disk drive is connected directly 
to the processor bus, which means it will operate five 
times faster than other drives using the serial I/O in- 
terface. 

The new computer contains a built-in 300 baud 
modem and a speech synthesizer rumored to be better 
than the one first shown a year ago. Also, telecommu- 
nications software and a mini-database called The 
Grapevine are built in. One of the uses of the Grape- 
vine is allowing customers to receive customer service 
information via their computers. The new computer was 
said to be "70 to 80 percent compatible" with the IBM 
PC. 



PAGE 48 



ANALOG COMPUTING 



ISSUE 22 



The 1090XL Expansion Box was also shown to soft- 
ware developers. It will have five expansion slots and 
contain a 64K RAM card. TTiis will increase the memo- 
ry of a 600XL to 64K (80K bank select) and an 800XL 
or high-end computer to 128K. Atari is supposedly work- 
ing on an 80-column video card, a clock/calendar card 
and a CP/M card. 

The most exciting piece of hardware introduced by 
Atari was the MindLink system. This device is com- 
posed of a headband connected to an infrared trans- 
mitter and a receiver that connects to a video game 
or computer up to 20 feet away. Using electromyogram 
transducers, the headband can detect minute electrical 
energy generated from the muscles in the forehead. By 
tensing and relaxing the muscles in your face and fore- 
. head, you can control a computer or video game screen 
without using a joystick. The MindLink will sell for 
approximately $100 and, initially, be available for the 
BCS and 7800 video game this fall. The computer ver- 
sion will be available in early 1985. 




7800 ProSystem. 

Atari was showing two MindLink VCS games. One, 
Bionic Breakthrough, was the familiar Breakout game 
with the paddle at the bottom of the screen controlled 
by your forehead. The screen changes color and the 
player is rewarded with higher point totals as he or she 
relaxes during the game. Interestingly, if the infrared 
beam is broken when a person walks between you and 
the receiver, the game instantly pauses. Likewise, if the 
phone rings, just get up and answer it, and the game 
will wait for you. 

I was able to try the game for about fifteen minutes. 
By the time I finished, I was playing fairly well. With 
continued practice, I think I could get used to this uni- 
que input device. Anyway, I was impressed with Mind- 
Link. With a hands-free input like this, who needs a 
mouse? 

There are many possible applications for MindLink. 
Software planned by Atari covers a range or areas, in- 
cluding relaxation, education, ESP and thought games 
that rely on memory and intuition, biofeedback and 
relaxation. The product manager of MindLink told 
me that it would eventually gain serious computer appli- 



cation software. Its use by physically impaired persons 
would be a major breakthrough. In a word processing 
program, for example, with some clever programming, 
MindLink could be used for two-dimensional cursor 
positioning by a quadriplegic. 

Atari was also showing the 7800 ProSystem and the 
computer keyboard upgrade for it. The keyboard will 
operate with 4K of RAM and is expandable to 20K. 
It is compatible with Atari home computer peripherals 
but not with existing computer software. The 7800 will 
list for $150 and should be available in July. The com- 
puter keyboard will probably cost less than $100 and 
be out by the end of the year. 

Software. 

Five software titles were announced for the 7800 com- 
puter keyboard. They include a terminal program, word 
processor and BASIC. AtariLab and Typing Tutor will 
also be available. Prices were not disclosed. 

A dozen new Atarisoft titles were announced for 
other computers, including their first educational pro- 
gram. Typo Attack. Atari plans to add educational soft- 
ware to its already extensive list of game titles under 
the Atarisoft label. 

New life was pumped into the aging VCS video game 
system with the introduction of the "superchip" tech- 
nology series of games. VCS games in this series have 
upgraded graphics due to the increase in ROM (read 
only memory). Instead of the previous 8K maximum, 
superchip VCS games have 16K of ROM and a special 
interface chip. New VCS titles include Track and Field, 
The Last Starfighter (based on the recent film), Jr. 
Pac-Man, Millipede, Stargate, Crystal Castles and 
(David's) Midnight Magic. These same titles have been 
aniiounced for the 5200 game and computer. 

The two new Lucasfilm games were being displayed 
on the 5200 and 7800 video games and the computer. 
The graphics in both games are excellent— outstand- 
ing when seen on the new 7800 system. Lucasfilm's com- 
puter division used sophisticated animation techniques 
and graphics technology to develop these games, and 
it really shows. 

Ballblazer is a futuristic, high-speed soccer type of 
game that uses a split screen to convey the action. Each 
of the players gets their own unique first-person view 
with a three-dimensional perspective. The music that 
accompanies the game is an improvisational jazz score 
that is as innovative as the game play. The other Lucas 
title is called Rescue on Fractalus. Here, you navigate 
your Valkyrie Fighter through the treacherous canyons 
of Fractalus in search of downed pilots. A first-person 
viewpoint is used for the flight simulation, and fractal 
geometry effects the three-dimensional random graphic 
sequences. 

The theme of this particular Consumer Electronics 
Show seemed to be educational software. Atari fell in 
line with a series of new educational titles, some of 
them very well done. Under the Atari Learning Systems 
umbrella, several series of programs were announced for 



ISSUE 22 



ANALOG COMPUTING 



PAGE 49 



a wide range of ages. The Milestone series represents 
top of the Une educational software from Atari. The 
previously announced AtariLab Starter Set (temperature 
module) and Light Module lead off this educational 
line. With these two products, the home computer sci- 
ence student can learn about temperature and light by 
conducting experiments and completing workbook ex- 
ercises. They are geared for elementary and junior high 
school students. 




Ball Blazer. 




Escape from Fractalus. 

Find It! is a group of computer activities designed 
for the development of visual perception skills. Rang- 
ing from simple to moderately complex, these allow 
young children to participate in such tasks as finding 
the animated figure in a crowd, matching geometric 
shapes or solving visual puzzles. The ABC of CPR is 
the first entrant in the home health software library, 
focusing on the basics of health/medicine. The first of 
a two-part tutorial is titled First Aid. This program is 
intended to build awareness and background informa- 



tion as a prelude to formal training in medical assis- 
tance. Graphics, sound and animation are used to teach 
first aid techniques to both children and adults. 

Wheeler-Dealer is a simulation of an automobile 
assembly plant, aimed at children twelve and older. 
Supply and demand economics are taught by setting 
up and maintaining a profitable business. The player 
actually designs and assembles vehicles, acquires raw 
materials and selects staffing and pricing, based upon 
options given for maximum profitability. Up to four 
players can compete in this simulation, which even in- 
cludes price freezes and strikes. 

The Simulated Computer uses a computer to show 
what goes on inside a computer. While not a new title 
— Atari bought this one, as they did several others — 
Simulated Computer lets the user program a see- 
through mock-up of a computer system, then see the 
results of each action as the computer carries out the 
program. Turtle designs and sound effects can also be 
achieved with this program designed for children ages 
10 and up. 

Telly Turtle is the next in the series. It is a pictorial 
pre-Logo version of the turtle graphics concept. There 
are four levels available, with the top level being a true 
programming language. Once this level is mastered, the 
user would continue on to Atari Logo. 

All of these educational titles will be available for 
other computers in addition to the Atari. Apple, Com- 
modore and IBM computers will be supported. In ad- 
dition, AtariLab will become available for other ma- 
chines as well. 

The most exciting Atari educational programs an- 
nounced were the "Futuremakers" series. There are two 
initial titles, aimed at ages 10 to adult, that deal with 
the space program. This Is Ground Control is a sim- 
ulated voyage through our solar system. The journey 
involves spacecraft design, course planning and flight 
operations — as you deal with the principles and tech- 
nical constraints of real space travel. Excellent graphics, 
using a three-dimensional view perspective, create a 
feeling of actually being out in space. Planet fly-bys 
are unreal. 

Through the Starbridge is the other title and incor- 
porates fact and science fiction, as you travel the uni- 
verse and explore everything from black holes to qua- 
sars to aliens. Theories and facts about physics, logic, 
chemistry, mathematics and astronomy all blend togeth- 
er to make this program educational and entertaining. 

Both of these "Futuremakers" titles share several ele- 
ments. A heads-up display is used to present the view 
out of the craft's window, with 3-D animated graphics 
of planetary approaches and swing-bys. A joystick, 
lightpen or touch tablet may be used as the control. 
The game can be saved to disk for future continuation. 
Random start-up scenarios present the user with a dif- 
ferent identity and a different set of parameters each 
time the program is used. 

These programs appear to be excellent. Only demos 



PAGE 50 



ANALOG COMPUTING 



ISSUE 22 



could be seen at the show but, as mentioned earlier, 
they were very impressive. This Is Ground Control 
and Through the Starbridge will be available by Sep- 
tember and will sell for $39.95. 

The SYN-series— Syncalc, Synfile+ and Syntrend 
— were present but not prominently displayed at CES, 
since they are already on retailers' shelves. Synapse 
created the three programs exclusively for Atari and 
announced them a year ago. Proofreader is a revised 
spelling checking program for the Atari, similar to 
APX's Atspeller. Expect to see it soon. 




Syntrend, Synfile+ and Syncalc. 



.l^Jr -g 



;3K jalue Pncs-.S 



:a^ ^aiue Sharss; 



-r-sn-z 3riC9;S 



inc." 

=urchass Date: 31. 



983S.14 



.3335, 14 




Synf ile + . 

Additional game titles for the computer include; 
Gremlins (based on the hit movie). The Last Star- 
fighter, Hobgoblin (Atari's first text-adventure game, 
tentatively titled). The Final Legacy, Track and Field, 
Crystal Castles, Pole Position II, Elevator Action and 
Jr. Pac-Man. Most of these games will be available in 
the third quarter of 1984. 

As you have seen, Atari announced quite a few new 
products at the Summer Consumer Electronics Show 
in Chicago. Many of the products were not developed 
in-house, but, rather, were purchased or licensed from 
the outside. Almost all of the software that was an- 



nounced will become available for other computers. 
Even hardware products like MindLink and Atari- 
Lab will eventually find their way onto such compu- 
ters as Commodore and Apple. This is in keeping with 
Atari's new role as a publisher and marketeer. 



PORTFOLXO PERFORHANCE 

47.9 

44.7 . 
4X.5 . 
38. Z . 

35.8 . 
31.. a . 
28.5 
25.3' 

2.8 4.8 6.8 8.8 18 



8.8 18.8 12.8 



TIHE PERIOD 



-^ESTIMATE 



Syntrend. 

During discussions with Dave Ruckert, Vice Presi- 
dent of Marketing for Atari, 1 discovered that the deci- 
sion to actually go ahead with the high-end computer 
(1450XLD type) and the expansion box was made with 
the advanced user in mind. According to Rupert, if it 
wasn't for the continued input and support from indi- 
viduals, user groups, CompuServe users and other dedi- 
cated users, these products would not have made it. 
Perhaps Atari does listen, after all. 

Other software. 

Much of the software introduced by third-party sup- 
pliers at CES was either educational, not for the Atari, 
or both. There is no space here to list all of the addi- 
tional software that was seen for the Atari, however, 
two new software products from one supplier were very 
impressive. 

Batteries Included is a Canadian company that, un- 
til now, has produced software for the Commodore 64- 
Their C64 word processor, called Paper Clip has been 
a top seller. Now they have announced an Atari ver- 
sion of Paper Clip that may become the ultimate word 
processor for the Atari. It is impossible to describe all 
of the features of this product, so 1 will just mention 
a few. 

Paper Clip is compatible with standard Atari DOS 
files and is the first word processor to interface with 
Atari's new 80-column card (presumably Atari's new 
Super AtariWriter will, too). The program disk comes 
with over fifty printer configuration files, and each one 
may be further customized. A macro command allows 
a single keystroke to enter and display a set of repeatedly 
used strings of text — or even entire sentences — at any 
point in the body of the text. There is on-screen display 
of up to 132 columns, which can be formatted to 80 



ISSUE 22 



ANALOG COMPUTING 



PAGE 51 



columns with the print preview command. Finally, there 
are dual text windows which allow the simultaneous 
editing of two files, plus cut and paste transfers from 
one file to another. Paper Clip for the Atari will list 
for $89.95 and be available during the second half of 
1984. 

The other product announced by Batteries Included 
is called Homepak. This $49.95 program is really a 
combination of three programs in one: a smart tele- 
communications program, an information management 
system and an easy-to-use word processor. Hometerm, 
the telecommunications program, features X-Modem 
protocol for exchange of data between computers, bul- 
letin boards and data banks such as CompuServ. Fea- 
tures such as an on-screen clock and unlimited capture 
buffer make this a very promising program. 

Homefind is the information manager which lets 
the user employ English language commands. For ex- 
ample, 1 may store an item like this: "Atari's chief exe- 
cutive officer is James Morgan." Later, I can simply ask, 
"Who is James Morgan?" and I will see displayed on 
the screen, "Atari's chief executive officer." 

The third program in Homepak is called HomeText. 
While not as sophisticated as Paper Clip, this straight- 
forward word processor offers many features — such as 
cut and paste, mail merger (with Homefind), headers, 
footers and page numbers. 



Batteries Included looks like a company that is headed 
for success in the Atari market, based upon the first 
two products they were showing. Best of luck to them 
and other software companies that continue to support 
the Atari computer and the Atari computer user. 

Postscript. 

No description of a Consumer Electronics Show is 
complete without mention of the one product that was 
the undeniable hit of the show. In this case, it was the 
Amiga personal computer. While not specifically an 
Atari product, the fate of Atari users and future Amiga 
PC owners seems likely to be intertwined. Here's why. 

With a Motorola 68000 CPU, 128 bytes of RAM, 
very high resolution graphics, built-in disk drive, mo- 
dem, NTSC (television), composite and RGB outputs, 
this machine makes Apple's much-touted Macintosh 
look primitive. Its IBM compatibility, 16 -bit operating 
system and phenomenal sound and graphics features 
could make this the graphics computer of the 1980s 
that we've all been waiting for. 

The Amiga PC wasn't being shown to the public, 
but I was able to sit in on a brief demo. For owners 
anxious for Atari's next generation graphics machine, 
the Amiga isn't "next generation" but the one after 
that. Priced under $2000, it should be available by 
the end of the year. Personally, I can't wait. D 



COST EFFECTIVE SOFTWARE 

BY 
"The Best Little Software House In Texas" 

HOMEBASE by soft SECTRE is a 
versalile dalabase program lor the home, small busi- 
ness or lab. In a USER FRIENDLY' MENU driven lormal 
HOMEBASE ulilizes TWENTY COMMANDS CREATE, 
ADO. LIST, CLIST. CHANGE. CONCATENATE. 
SEARCH. SUM. SORT. DELETE. LABELS. LOAD. 
PRINT. SAVE. DIRECTORY, HELP. DRIVE, AUDIO, 
LOWER CASE, END An opiional SECURITY CODE 
prevenis unalhorized dala lile relrieval and manipula- 
lion Opiional AUDIO FEEDBACK signals Ihe end ol a 
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MACHINE LANGUAGE SORT! 
HOMEBASE is ideal lor: MAILING LISTS {we use il 
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VENTORIES: MAINTENANCE schedules: a PRESCRIP- 
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SOFT SECTRE will SAVE you TIME and MONEYi 
SELECTRE by SOFT SECTRE is included in Ihe disk 
based package at no addilional charge (a $29 95 
valuei) Disk DIRECTORIES and PROGRAMS are 
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Add $2 00 lor shipping 

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ATTENTION PiTARl DISK 
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valuable software. 

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THE CHIP wilh Archiver/Edilor Software for the Atari 
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HAPPY OWNERS 

Update your enhancement with Happy Version Arch- 
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chip. 

$39.95 POST PAID 

All software lor the Atari DISCOUNTED 30% or MORE. 
Discounts on all Atari compatible hardware. 

Send for (ree brochure on any of the above or for details on our 
software discounts. 



SOUTHERN SOFTWARE 

A DIVISION OF SOUTHERN SUPPLY COMPANY 
1879 RUFFNER ROAD BIRMINGHAM, AL 35210 

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Order beiore 11 A.M. tor same day shipping. 



XBASIC 

MACHINE LANGUAGE POWER FROM BASIC 
XBASIC is a less than 3K machine language 
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Compare IVIICROSOFT BASIC® or BASIC XL® 
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Write SUPERware for your FREE copy of BASIC 

MAGIC I - programming tricks for the ATARI. 



CIRCLE #117 ON READER SERVICE CARD 



CIRCLE #118 ON READER SERVICE CARD 



CIRCLE #119 ON READER SERVICE CARD 



PAGE 52 



ANALOG COMPUTING 



ISSUE 22 




P 





X>^ 



Woi*tf^ 




W IB 



ram 



V 



/> 




16K Cassette or 24K Disk 



by Steven T. Murphy 



Word Scramble is an amusing game for verbalists, 
in which one or more persons try to unscramble words 
scrambled by the computer. 

There are three hundred words in the computer's 
memory, each coinciding with a particular skill level. 
After the title screen, you will be prompted to enter 
a level of difficulty. Beginner level has three to four 
letters in each word; intermediate has five to six per 
word; and expert has anywhere from seven to twelve 
letters per word. Once you have selected the level, 
the computer will start scrambling a word at random 
so that, if a word appears twice, the letters may not 
appear in the same order. To get back to the level 
entry menu, just hold OPTION while the computer 
is scrambling a word. 

If you make a mistake typing in a word, simply hit 
the backspace key, and the word will disappear. 

1 hope you will have hours of fun with Word Scram- 
ble; I know 1 have. I've noticed that, even though 
1 put in the words to be scrambled, I still have a very 
hard time unscrambling words from the expert level. 





Program outline. 


Line(s) 


Function 


19 ' 31 


Title page 


34 '95 


Level entry 


97 ' 120 


Draw screen 


125 ' 205 


Scramble section 


210 ' 265 


Word entry 


270 ' 285 


Sound routine 


290 - 435 


Score and advancement 


997 - 


Data words (must be typed 




in according to line 




number) 


999 ' 1009 


Data for beginner 


1999 - 2009 


Data for intermediate 


2999 - 3009 


Data for expert 



Adding words. 

To add more words to your Word Scramble, first 
select ten words for each skill level. It is necessary 
to have thirty words because of the random selection. 



ISSUE 22 



ANALOG COMPUTING 



PAGE 53 



Next, locate the corresponding data statements for 
the skill level of the chosen words, and enter the 
words in a data statement, incrementing by one line 
number. There can be only ten words per data line. 
Then, in Line 135: 

135 RESTORE C f J«18ee) +INT CRND COJ^iei } : 

For every thirty words you enter (ten for each skill 
level), add one to the ten in the first random state- 
ment only. For example, you add thirty more words 
to the list, ten for each skill level. Line 135 would 
look like this: 

135 RESTORE CCJ«1800)+IMT CRHD(8>»11> J : 

It's that simple. D 



1 REM KMMKMKKKlCMKMlCKltMllKMKKKMKKMMKmt 

2 HEM »»» WORD SCRAMBLE *«» 

3 REN MX M XM Jl 

4 REM *** BY ««* 

5 REM MXM XXX 

6 REM *** STEVE MURPHY *** 

7 REM MXKKMMKlCKlCKMICKKMKMMlCKMlCKKKXKmt 

8 REM 
3 REM 
18 REM 

15 CLR :DIN H0RD$C58],A$(58),B$C58),Bf 
58} , LEVELS C20} : SC0RE=298 : S=278 

18 GRAP HICS 18 

19 REM 



28 POSITION 8,8:? tt6; "RQEd" : POSITION 6 
j3:? tie ;"MsaDE|Br": POSITION 9,5:? «6;" 
03": POSITION 4,8:? tt6;"vaiTe YCUIhRp" 

24 FOR H=l TO 1408: NEXT H 

25 F8R H=l TO 68:P0KE 755,2:F0R E=128 
TO M STEP -H:SOUND e,E, 16, 6 :S8UND l,EHh 
ie,18,e:P0KE 755,4:NE}<T E:NEXT H 

29 SOUND 8,8,8,8:S0UND l,e,8,8:P0KE 75 

38 POSITION 8,8:? «6 J "WQIBd" : POSITION 6 
j3:? tie ;"Scia3K3Ie": POSITION 9,5:? «6;" 
dfil": POSITION 4,8:? tt6;"sEIiVe KTEpHy" 
32 FOR H-1 TO 2888: NEXT M 

34 REM m I'l WJ:iMi;VM:HglIir^ 

35 ? tie ;■•«"• 

48 POSITION 3,8:? KG ; "JdMlMiUUiiyLlJ" 
45 POSITION 4,11:? tte;"push Start" 
47 POSITION 0,3:? ttO; "BEGINNER" 

58 POSITION 8,5:? tt6; "intePMediate" 

55 POSITION 8,7:? «6; "003311" 

68 POSITION 16,3:? tt6;"Hffln:J=l 

65 POKE 53279, 8:X=PEEKC53279J 

78 TzT+l:SETCOLOR 2, 8, T»2 :SOUND 8,48,1 

4,T:IF T>2 THEN 1=8 

75 IF X=5 AND J=l THEN POSITION 16,3:? 

tt6; POSITION 16,5:? tt6 : 'tC«" ; J=2 

:FOR H=l TO 5e:NEXT H:GOTO 65 

88 IF X=5 AND J=2 THEN POSITION 16,5:? 

116; POSITION 16,7:? »6;"BBH":J=3 

:FOR M=l TO 58: NEXT M:GOTO 65 

85 IF X=5 AND J=3 THEN POSITION 16,7:? 

tte;" ": POSITION 16,3:? tt6;"Hffi": J=l 
:FOR H=l TO 58: NEXT H:GOTD 65 

98 IF X=6 THEN FOR M=l TO 3: FOR E=15 T 
8 STEP -l:SOUND 8, 28, 14, E : NEXT E:NEX 
T M:G0T8 99 

95 GOTO 65 
97 REM 

99 ? tt6;"IS" 

188 POSITION 4,8:? tt6; "unscraMble" 
185 POSITION 8,2:? tt6;" 



DRftH 5CEEH ROUTINE 



118 POSITION 8,4:? tt6;"_ 



115 POSITION 3,6:? 116;" " 

128 SETCOLOR 2 .8.4 ; PeSITION 8,9:? tt6;" 

SEDD g«JTafi":GQSUB 5 88 

125 REM 



atari! 

SCRAMBLE SECTION 



lT=8 



138 FOR H=l TO 15 :B (H}=:8 :NEXT H:B$="": 

HORD$= A$="" 

135 RESTORE C CJ«18e8) 4INT (RND C8)«ie) } : 
FOR Q=l TO INT CRNDfe)«ie)+l: READ WORDS 

:next Q 

148 X=LENfMORDS) 

145 FOR H=l TO X 

150 IF K=ie THEN K=e:GOTO 138 

155 G=PEEKC53279J : A=INT (RND C8)»X) +1 :S0 

UND 8,A,14,4:F0R U=l TO 4:NEXT V:SOUND 

e,e,0,8:IF G=3 THEN 34 
160 FOR E=l TO X 

165 IF A=BCE) THEN K=K+l:GeTO 158 
178 NEXT E 
175 Kr8 
188 BCM)=A 
185 NEXT M 

198 FOR H=l TO X :BS CH,M)=HORD$ (B CM) ,Bf 
N) ) : NEXT H 

195 IF B$=MORDS THEN BS= GOTO 135 

288 POSITION 4,7:? tt6;" 

";: POSITION 4,5:? 1*6;" 

: POSITION 4,3:? «6;" 

285 POSITION 4,3:F0R H=l TO X:SOUND 8, 

58,14,15:F0R T=l TO 14:NEXT T:SOUND 8, 

8,8,8:^ tl6;BSCH,HJ ; :NEXT H 

218 REM ■KTiHIiMailiiamWiiHirT 

215 CLOSE ttl:OPEN *tl,4,8,"K :" I 

228 POKE 782,64:P8KE 694,8 

225 GET ttl,K:PITCH=INTCRNDC8)»48}+18;S 
OUND 0, PITCH, 14, 4:S0UND 1, PITCH, 14, 3 

226 FOR M=l TO 18:SETC0L0R 1,13,8:NEXT 
M 

238 SOUND 8,8,8,8:S0UND 1,8,8, 8 : SETCOL 

OR 1,12,5 

240 IF K=155 THEN GOTO 268 

243 IF K=126 THEN T=8:AS= POSITION 4 

,5:? 116;" ":GOTO 228 

245 IF K<65 OR K>98 THEN S8UND 8,8,8,8 

:SETCOLOR 1,12,5:G0T8 228 

247 POSITION 4+T,5:? tl6;CHRS CK) ; :IF (T 

+4}>15 THEN GOTO 265 

258 T=T+l:ASCT,T)=CHRSCK) 

255 GOTO 228 

268 IF AS^HO RDS THE N Y=Y+1 : P=8 : P8SITI0 

N 4,7:? tt6 ; "303311]" : GOSUB S:GOTO SCOR 

E 

265 IF ASOHORDS then POSITION 4,7:? tt 

6;M0RDS: P=l:G0SUB S:M=M+l ;GOTO SCORE 

278 REM ■QiiiiiacniiiiEiai 

275 IF P=e THEN FOR L=l TO 30 STEP 3:F 

OR 0=68 TO L STEP -L+2:S0UND 8,0,18,18 

:SETCOLOR 2,8,0:NEXT Q:NEXT L 

288 IF P=l THEN F8R M=3e TO 4 STEP -4: 

FOR E=W TO 1 STEP -1.5:S0UND 8,H-E,12, 

E:NEXT E:SETCOLOR 3,3,H:NEXT N 

285 SOUND 8,8,8,8:SETC0L0R 2,8,5:RETUR 

N 

298 REM ■B3!l3MaiEKQBZXI31ZllIIfli 

388 POSITION 1,11:? tt6;Y:P0SITI0N 16,1 
l:? tt6;M; 

AND J=l THEN LEUELS="1I 

488 

AND J=2 THEN LEUELS="il 

488 



ADUANCEMENT 



318 I F CY-M)=48 
[iaBDai":J=2:GeTe 
315 I F CY-M)=38 

faaiai":j=3:GeTo 

328 GOTO 125 

488 POSITION 4,1:? tt6;"| 

";POSITI ON 4. 3:? tt6; LEVELS: POSITION 4, 

5:? tte;"|i^UMi" 

485 FOR E=l TO 5 STEP 8.3 

418 FOR M=6 TO 2 STEP -8.4 

415 SOUND 8,58,12,H:SETC0L0R 2,8,H 

428 NEXT H:NEXT E 

425 SOUND 8,8,8,8:SETC0L0R 2,8,5 

430 FOR H=l TO 888: NEXT H 

435 POSITION 4,1:? tt6;" ":P0 

SITION 4,3:? «6;" ": POSITION 4 

,5:? tt6;" " 

580 REM ■QiaMKniEMSSI 

585 M=0:Y=8: POSITION 1,11:? tt6;Y;" ": 

POSITION 16,11:? tt6;M;" "; 

510 GOTO 135 

997 REM 

998 REM 

999 REM 

1800 DATA THE, HAIT,R8AD, TOAD, BIRD, SKY, 
AIR, DOG, NOSE, EAR 



MORD SCRAMBLE DATA 



DATA FOR BEGINNER 



The Latest Innovations From CDY 
For Your Atari System 



OMNIMON! Resident Monitor 



New OMNIVIEW 80 Column Upgrade 



ANTIC July '83 review by David Duberman: 

"OMNIMON! by David Young is a machine-language monitor that should 
have come with the ATARI. In fact, every microcomputer should have this 
sort of hardware based monitor installed. Most, however, do not. Now, for a 
relatively low cost, you can equip your ATARI 400/800 with a truly 
sophisticated programming tool. Whether you're an experienced programmer 
or a wondering beginner, OMNIMON can, if wisely used, help you to fully 
understand the working of your computer." 

ANALOG July '83 review by Brian Moriarty: 

"OMNIMON! can be a great addition to your ATARI computer if you know 
what to do with it. The ability to "freeze" a running program on-the-fly and 
examine the hardware registers is invaluable for testing and debugging; the 
sector-level disk functions are alone worth the price of the board . . . 
OMNIMON! might be one of the smartest investments you can make." 

September '83: "Those of you who read my review of OMNIMON! in issue 
#12 know what a godsend it is for serious programmers. This ROM-resident 
monitor has saved me many hours of program development and debugging 
time, and recently made it possible for me to recover several otherwise unsal- 
vageable text files that were lost when my word processor accidentally 
destroyed a disk directory. Ironically, the review you are reading is one of 
those salvaged files! Three of the ATARIs in our offices are now equipped with 
OMNIMON! boards, and more are on the way. Staff programmers Tom 
Hudson and Charlie Bachand both swear by OMNIMON!" 



Did you know that for most applications you do not need an expensive, slot 
consuming 80 column board to enjoy the power of 80 columns? Would you 
400 owners Uke the convenience of 80 columns? OMNIVIEW takes advantage 
of the high resolution graphics mode built into the ATARI to generate an 80 
column screen editor essentially identical to the ATARI screen editor (E:, S:). 
Thus, you can use OIVINIVIEW in any environment where you would normally 
use the 40 column "E:" (e.g., BASIC, Assembler /Editor, etc.). The 80 col- 
umn "E:" of OMNIVIEW has been optimized for speed so that it is not signi- 
ficantly slower than 40 column "E:". In addition, the character font was 
specially designed to be legible on an ordinary TV set! A monitor is recom- 
mended, but not really necessary for casual 80 column operation. The Bit-3 
version of LJK's 80 column Letter Perfect has been modified to support 
OMNIVIEW and other programs are sure to follow. Lastly, the Ramdisk 
handlers described under 8K OMNI are also incorporated in OMNIVIEW. 



New RAMROD-XL 

800XL owners will soon be able to equip their computers with OMNIMON 
and OMNIVIEW. In addition, the Newell enhanced operating system and 
Fastchip floating point package will be included at no extra charge. This will 
essentially turn your 800XL back into a 400 / 800 compatible machine and 
allow it to run most of the software which the XL-OS will not. A switch will 
allow you to select the XL-OS when needed. 



Wliat is OMNIMON!? 

OIVINIMON! is a PC board which plugs into your 400/800 (soon to be 
available for the XLs also) and gives you complete control of your computer. 
Even though it is always available (by pressing SELECT and SYSTEM 
RESET) it takes up no user memory because it resides in the unused 4K block 
at SCOOO. Use it to interrupt, examine, and manipulate any program in 
memory whether it be disk, cassette, or cartridge based. It is especially good 
for program development or customization of existing programs. The fiexible 
disk I /O allows you to write to or read from disk in either single or double 
density. You can edit raw sector data or even load a file without DOS. Many 
debugging tools are at your disposal: Display / AUer memory or 6502 registers, 
Disassemble memory. Search memory. Hex / Char modes. Single Step execu- 
tion, JSR or GOTO address, Push /Pull stack, Printer dump, etc. After inter- 
rupting a program with OMNIMON!, many times it is possible to return to the 
program as if you had never left it (e.g., BASIC, DOS, etc.). Instructions are 
provided for the addition of a simple toggle switch to make OMNIMON ! invi- 
sible, thus making it compatible with all software. An external cable is now 
provided to eliminate the need to solder directly on the board. 

New 8K OMNIMON! Upgrade 

This enhancement, which is available to all OMNIMON! users, includes^ a 
substantial nuniber of features not available in the standard version. The 8K 
OMNI resides in an 8K ROM which has been modified by the addition of a 
switch for selecting either of two 4K banks. The additional features include 
Hex Conversion and Hex Arithmetic, Block Move, a Relocater, and a Line 
Assembler. A Binary Load command allows you to load any binary load file 
without DOS and doubles as a disk directory command which prints out the 
start sector of each file. Lockup recovery allows you to recover from system 
lockup, meaning that when your computer freezes, you can usually salvage the 
program or text file in memory by popping into 8K OMNI and dumping 
memory to disk. Advanced users will like the user extendibility feature which 
allows them to make use of the interface routines of 8K OMNI in their own 
software. One of the most exciting features of the 8K OMNI is the resident 
Ramdisk handlers. They allow AXLON Ramdisk owners to use this powerful 
device with any DOS which uses standard SIO calls and even with boot pro- 
grams like word processors and games which access the disk a lot. Several addi- 
tional features make this version very valuable for advanced programmers, but 
if you have a Ramdisk, 8K OMNI is a MUST! 



Pricing 

Hardware: Standard OMNIMON! Piggyback Board (400/800) $99.95 

RAMROD-XL with OMNIMON-XL (800XL) $119.95 

OMNIVIEW-XL Addon (RAMROD-XL) $45.00 
Enhancements: (subtract $5.00 if ordered with board) 

8K OMNIMON Enhancement $45.00 
8K OMNIVIEW Enhancement - 

(4K OMNIMON with 4K OMNIVIEW) $45.00 

4K OMNIVIEW Enhancement $30.00 

NeweU RAMROD OS Board 

This is a new operating system board which replaces the existing OS board. It 
allows you to use EPROMs in place of the ATARI OS ROMs and comes with 
an enhanced OS which includes additional graphics modes and a fast cursor. It 
also has a socket which will accept any version of OMNIMON and thus is an 
alternative to the OMNIMON! piggyback board. For the 800 only. 

RAMROD OS Board with Standard OMNIMON $149.95 

RAMROD OS Board with 8K OMNIMON or 8K OMNIVIEW $189.95 

Same as above with Fastchip Floating Point Package $209.95 

RAMROD OS Board with 8K OMNIMON and 4K OMNIVIEW $209.95 

Fastchip Floating Point Package by itself $29.95 

How To Order 

We accept checks, money orders, or credit cards (Visa or MC). COD must be 
payed with cash or MO. Our toll free order desk is (800) 227-3800 ext. 561 . Call 
this number only if you know exactly what you want and be expHcit! They can 
answer no questions. For faster service or if you have questions please call or 
write; 



CDY Consulting 

421 Hanbee 

Richardson, TX 75080 

(214) 235-2146 



DEALER INQUIRIES SOLICITED 



CIRCLE #120 ON READER SERVICE CARD 



ISSUE 22 



ANALOG COMPUTING 



PAGE 55 



leOl DATft EYE, BYE, HAND, FOOT, TREE, PUSH, 
BACK, BALL, BIKE, ANT 

1802 DATA BEE, BELL, TALK, POKE, NEAR, FAR, 
BET, ABLE, WORD, KEY 

1003 DATA GIVE, HAVE, PUT, TAKE, AGE, ALL, A 
IH, CRY, DATE, BAIT 

1004 DATA BOOK, THAT, HOT, KNOT, DATA, LIHP 
, JOY, HORN, PEN, HELP 

1005 DATA HIT, ART, CITY, SHED, SILK, DOWN, 
OFF, SEA, HERE, THEN 

1806 DATA BULB, BOX, TAPE, READ, OUT, FISH, 
MEAN, WORD, NAIL, PIN 

1007 DATA TEST, STAR, GAME, MENU, OIL, WELL 
, CUBE, HAT, SHOE, PLUS 

1008 DATA TRY, SHOT, BEST, FILL, PLAY, LATE 
, HOME, WORK, WHAT, FLAG 

1009 DATA MAN, HANG, RAIN, BOW, MOVE, MAIL, 
LIST, BUG. BOOT. BASE 

1999 REM ■>Tilf:»i:il;»i!iiJ;l!H>>#;liaB 

2800 DATA POSTAL, GUESS, MUSIC, SCHOOL, FR 
lEND , BORDER, DRILL , ANGRY , PALACE , RADIO 

2801 DATA TRACK, BOXES, SEARCH, PRICE, UNI 
TED, CHINA, RECORD, PRINT, SCROLL, MARGIN 

2802 DATA WIDTH, FIRST , PACMAN, MONTH, SPE 
ED, STRING, COAST, TRUCK, ROBOT, STREET 

2803 DATA SORRY, FORCE, RETURN, STAFF, PLE 
ASE , BLACK , SHEEP , DONKEY , RANDOM, SEVEN 

2804 DATA ATTACK .GATHER, BRAVE, THROW, AL 
ONE , BEWARE , ORDER , TODAY , EFFECT , SCOUT 

2805 DATA TABLE, HOUSE, CHECK, SKETCH, SPI 
RAL , SOUND , BANNER , STOCK , RANGE , BLINK 
2886 DATA HAPPY, COLOR, LATEST , SHOOT, MOT 
OR , NUMBER , CRASH , SUPER , CLOCK , LASER 
288? DATA PLANE, ERROR, DRILL , BORDER, HEA 
VEN, EASTER, MATER, PAPER, STICK, BOARD 
2808 DATA STATE, MENTAL, SHADE, BALLAD, HA 
NGER , WIZARD , SPELL, EIGHT , EARTH , HOLDER 
2889 DATA APART, SPEAK, SUMMER, WINTER, SP 
RING , BASI C . MANUAL . LIGHT . BR IEF , ATARI 
2999 REM Mil \i W Jil B I'l I I U 

3880 DATA CHARACTER, CHEMISTRY, REPLACE, 
OPERATOR , TOMORROW, WASHINGTON , TELEPHONE 
, CAPITAL , SPECIAL , RELEASE 

3801 DATA UNDERLINE, IMPROVE, DISPLAY, HA 
GAZINE, PROGRAM, PRODUCE, EXAMPLE, CASSETT 
E, COMPUTER, DEVELOP 

3802 DATA DIRECTION, DOMINOES, POPULAR, C 
ONTROL , PERFECT , THOUSAND , COMPLETE , BEGIN 
NING, BEAUTIFUL, ALLIGATOR 

3883 DATA ENGLISH, LECTURE, WATERBED, TON 

IGHT, PRINTER, EXCHANGE, INVADER, AMERICAN 

.POLITICS, AMBASSADOR 

3804 DATA CARRIAGE, UNDERLINE, DEFAULT, S 

TANDARD, REVIEW, FUNCTION, BALANCE, CONDEN 

SER , MICROPHONE , PORTABLE 

3885 DATA DIGITAL, ASSEMBLY, CARTRIDGE, E 

XPERIENCE , PERSONAL , DISCOVER. LANGUAGE . B 

ETWEEN . ADDRESS , RESERVED 

3806 DATA CONNECTED, LOCATION, REGISTER, 

MACHINE , DETERMINE , DECIMAL , EQUIVALENT , P 

ERFORM, TRANSFER, RESULTS 

3887 DATA STATEMENT, DUNGEON, GOLDRUSH,0 
UTPOST , COMMUNIST , AROUND , HOMEWORK , LATES 
T , POLYGON , AIRPLANE 

3888 DATA HANGMAN, MOVEMENT , RAINBOW, LAS 
ERS , CHECKBOOK , BASEBALL , FOOTBALL . COPYCA 
T. CHAPTER, ALGEBRA 

3809 DATA INVENTORY, KEYBOARD, HORIZONT A 
L , PICTURE , GEOMETRY , TECHNIQUES , ADVANCED 
, GRAPHICS , GENERATOR , ROUTINE 



CHECKSUM DATA. 

(see page 43} 

1 DATA 587,16,31,181,35,137,519,1,3,25 

1,898,36,389,517,528,4841 

25 DATA 152,951,464,517,88,376,951,238 

,335,485,740,069,566,428,678,7734 

88 DATA 668,676,15,647,516,488,286,682 

, 684 , 284 , 313 , 993 , 585 . 138, 499 , 7858 

145 DATA 386,553.186,369,136,741,227,5 

69,785,79,342,56,767,683,967,6766 



228 DATA 218,124,469,688,283,978,883,3 
29,351,713,748,638,878,195,527,7998 
285 DATA 414,669,824,612,636,784,451,2 
82,136,688,467,19,565,884,942,8133 
585 DATA 614,788,992,125,488,440,514,5 
88,295,817,786,641,110,302,608,8812 
1999 DATA 283,242,317,399,583,447,117, 
114 , 63 , 121 , 396 ,915,441, 768 , 484 , 5538 
3883 DATA 626,69,191,992,894,292,91,31 



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TOP-DOS 

POWER YOU COMMAND. 



FRIENDLY POWER 

TOP-DOS unleashes the latent power of 
your ATARI computer-an amazing machine. 
TOF'-DOS puis this power under your 
control. Here are just a few of its friendly 
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COMMAND MENU <S HELP FILES speed 

your mastery of the system. 

SUPERIOR STATUS DISPLAY l<eeps you 

informed. Shows free memory, disk-drive 

configuration, and state of TOP-DOS 

options. 

ERROR-CODE TRANSLATOR deciphers 

numeric codes into English. 

BREAK-KEY ABORT lets you change your 

mind in mid-command. 

PULL SCREEN USE shows you what you've 

done. Keeps 23 ines of past operations on 

display. 

L/NDELETE COMMAND rescues an 

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SPECIFICATIONS 

Memory required: 32K 
Computers: ALL ATARI 
Disk drives: 1 to 8 

5Ki": Single-density, Double-density, 

Double-sided Double-density 
8": Double-density. 
Ramdisk:AXLON or MOSAIC. 
Piles: Single density; Up to 128 

Double density: Up to 256 
S(!ctors: Single density: Up to 944 

Double density: Up to 1968 
Memory-residency: 0700-1A80 (he.x) 

(Same as ATARI DOS-2) 
Commands: 58 

(All ATARI DOS-2 -f- 43 more) 
Command options: 42 



ECLIPSE 



See TOP-DOS at your dealer. If not 
available, you may order direct from 
ECLIPSE SOETVVARE, 1058-A Marigold 
Court, Sunnyvale, CA 94086,(408) 246- 
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DI<;ALER INQUIRIES WELCOME 



SOPHISTICATED POWER 

TOP-DOS offers professional features 
found only in systems on much larger 
machines. Whatever your experience level, 
you will appreciate the flexibility and power 
of this advanced system. Here are some 
examples of TOP-DOS's powerful features: 

MACHINE LANGUAGE MONITOR & EDITOR 

allows you to access and change bytes iu 

memory. 

COMMAND FILE CAPABILITY permits you 

to simply and rapidly execute a complex 

sequence of commands. 

"HELLO" FILE executes automatically on 

boot-up. 

SET COMMAND enables you to customize 

your system: Configure disk drives and 

select TOP-DOS options. 

FILE DIRECTORY COMMAND lets you 

choose: Alphabetization, the number of 

columns in the listing, and the inclusion of 

deleted & open files. 

MEMORY MAP shows you the memory areas 

used by the Binary Load command. 

ONE-LINE COMMANDS saves you lime and 

conserves screen space, once you are 

familiar with the command syntax. 

DOS-RESIDENT OPTION speeds your 

transfer between TOP-DOS & BASIC, or 

other programs. 



TOP-DOS includes all the features of its predecessor, DOS-MOD. TOP-DOS and DOS-MOD are trademarks of ECLIPSE. ATARI is a registered trademark of Atari, Inc. Prices are subject to ctiange witfioul notice, 
Sfiipping ctiarges are prepaid. California residents add 6.5% sales tax ($49.95 -t- 3.25 = $53.20). 

CIRCLE #121 ON READER SERVICE CARD 



ISSUE 22 



ANALOG COMPUTING 



PAGE 57 




16K Cassette or Disk 



by E.K. Garringer 



Create-A-Fbnt, published in February's ANALOG, 
issue 16, makes redefining a character set easy enough 
for a child — and as entertaining as a game. But, af- 
ter you have enjoyed creating your own special charac- 
ter set, you may have asked, "What now?" 

Font Datamaker makes using your character set as 
easy as creating it. It does all the work for you. Here's 
how to use it. 

1. Type in Font Datamaker and SAVE it to 
tape or diskette. 

2. Design a character set with Create-A-Font 
and SAVE it to disk or tape. 

3. RUN Font Datamaker and follow the 
prompts: (a) enter the complete name of your data 
file saved by Create-A-Font; (b) enter the com- 
plete name of the subroutine you will be creat- 
ing; and (c) enter the line number with which 
you would like the subroutine to begin. 

At this point, Datamaker will read your font file 



into memory and then ask you to insert your output 
diskette or tape. Your font will be compared to the 
ROM internal character set. Only those characters 
which have been changed will generate data state- 
ments for the subroutine. This effectively cuts down 
the length of the subroutine and the amount of mem- 
ory required to store your program. 

As Datamaker works, it will generate your sub- 
routine and write it to diskette or tape. This process 
takes about one minute. When complete, Datamaker 
returns control to BASIC, and the READY prompt 
appears on the screen. 

Note: The disk write process occurs only when the 
buffer is full. Some drives shut down between writes. 
Datamaker is not finished until the READY prompt 
appears! 

Font Datamaker generates a subroutine which does 
all the work required to store and access your redefined 
character set in memory, lb use your subroutine, fol- 
low these steps: 



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CIRCLE #122 ON READER SERVICE CARD 



INTR ODUCING 

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SANTA ANA, CA 92704 



ISSUE 22 



ANALOG COMPUTING 



PAGE 59 



1. Write and debug your program using the 
ROM character set for trial runs. 

2. When satisfied, ENTER the routine creat- 
ed by Font Datamaker. 

3. Start your program with GOSUB X, where 
X is the begirming hne number of your sub- 
routine. 

4. To access your character set, [POKE 756, 
CHSET/256] after each GRAPHICS caU. 

5. SAVE your complete program, with sub- 
routine intact, to cassette or diskette. 

6. Press SYSTEM RESET before RUNning 
your program and between RUNs. 

Additional information. 
As stated in Create-A-Font, a scrolling text win- 
dow can destroy your character set. If you wish to 
use a scrolling window, protect your character set by 
changing Line 340 to: 

J40 -^ «2:LIH0;" POKE 106 PEEK {1063 -8; G 
RflPHICS 0:CHSET= (PEEK f 106} +4J»256:'> "; 
CHRf (345 ;"OHE HOHENT" ; CHRS (34) 

If your player will be using Player/Missile Graph- 
ics, location 106 must be adjusted to suit your specif- 
ic application. 

You may wish to save the original contents of loca- 
tion 106 to a numeric variable before the GOSUB 
X [i.e., RTOP = PEEK (106)]. D 

BASIC listing. 



CREATE- A-FOKT BATftMftKER 
E. K. GARRINGER 



10 DIM IMFTLE5 f 141 , OUTFTl E$ (14) 

28 REM 

25 REM by 

36 REM CREAT ES A SUBROLITI NE FROM 

35 REM YOUR 3111303381331 5AUED 

40 REM CHARACTER SET, THIS ROUTINE 

45 REM HILL BE HRITTEH TO DISK 

50 REM OR CASSETTE IM fliiai FORMAT. 

60 REM FOLLOW THE IMBEDDED IMSTRUC- 

65 REM TIOHS TO CREATE A DATA 

70 REM SUBROUTIHE FR OM YOUR SAUED 

75 REM aiOEIDSEBaiEii file. 

80 REM WRITE AND DEBUG YOUR PROGRAM. 

90 REM H;H^:) YOUR DATA SUBROUTIHE, 

100 REM BEGIN YOUR PROGRAM WITH A 

105 REM (HfiMU-.l TO YOUR SUBROUTIHE. 

110 HEM AFTER EACH GRAPHIC S CALL 

120 REM l-ltVA^ma^ilia^gf^I^ TO ACCESS 

130 REM YOUR REDEFINED CHARACTER SET. 

140 REM er-Un your program WITH THE 

145 REM NEW SU BROUTINE INT ACT. 

150 REM PRESS 3uBIIIl[IM3] BETWEEN 

155 REM RUNS. 

160 POKE 106,PEEK(106)-5.GRAPHICS 0:PO 

KE 710, 0:CHSET= (PEEK (106) +1J«256:? "IN 

SERT INPUT MEDIA" 

170 ? " ENTER NAME OF CHARACTER SET FIL 

E.":? "GBJEHI: FILENAME. EKT"; TRAP 570:1 

HPUT INFILESrIF IHFILES="" THEH 170 

1 80 ? " EHTER HAME OF OUTPUT FILE .":? 

"EBCHHl: FILENAME. EKT": INPUT OUTFILESiT 

RAP 40000: IF 0UTFILE5="" THEN 180 

190 ? "EHTER BEGINHIHG LIHE U FOR SUBR 

OUTIHE":TRAP 570:IHPUT LIHO:TRAP 40000 

200 IF INFILE$(1. 1)-" C" THEN ? " SUP OS I 

HON TAPE, PRESS aDBQ.":? "PRESS [IfflIB 

□" 

210 REM CIO LOAD 

220 CLOSE ttl:TRAP 580:0PEN ttl,4,0,INFI 

LES: 10=16 



230 I0CB=832+I0:P0KE IOCB+2,7 

240 POKE IOCB+4,0:POKE I0CB+5,CHSET/25 

6 

250 POKE IOCB+8,0:POKE IOCB+9,4 

260 XFR=USR(ADR("hhhSLyB"),IO) 

270 CLOSE «1:P0KE 764,255 

280 IF OUTFILES(l,l)r"C" THE H ? "POSIT 

lOH O UTPUT TAPE" :? " [ ^I^ PRESS GDESS AHD 

laUiWd":? "PRESS lilMim:!":GOTO 310 

290 ? "QUIHSERT OUTPUT DISK AHD PRESS 

A KEY" 

300 IF PEEK (764) =255 THEH 300 

310 CLOSE tt2:TRAP 598:0PEH tt2,8,0,OUTF 

ILES 

320 GRAPHICS ; POKE 710 . : ^ "aiGHnMjB 



LE - DO NOT DISTURB! 



330 ? "THIS TAKES [flUJ MIHUTE AND WILL" 

:? "RETURH TO BASIC WHEN FIHISHED." 

340 ? tt2;LIN0;" POKE 106, PEEK (106) -5 :G 

RAPHICS 0:CHSET= (PEEK (106) +1)«256:? "J 

CHRS (34) ', "ONE MOMENT"," CHRS (34) 

350 ? tt2;LIH0+5;" CHI=CHSET/256 :CLO=fl: 

POKE 203,CLO:POKE 204, CHI" 

360 ? tt2;LIN0+10;" DIM XFRS (28) :RESTOR 

E ";LIH0+20:":F0R H=l TO 28:READ ML:HF 

RS(N,N)=:CHRS(ML) :NEKT H" 

370 ? tt2;LIH0+20;" DATA 104,169,0,133, 

205,168,169,224,133,206,177,205,145,20 

3,200,208" 

380 ? tt2;LIH0+30;" DATA 249,230,204,23 

0,206,165,206,201,228,208,239,96" 

390 ? tt2;LIH0+40;" KFR=USR{ADR (KFRS))" 

400 ? tt2|LIN0*50;" RESTORE ",-LIH0+90 

410 ? tt2;LIH0+60;" READ A:IF A=-l THEN 

RETURN" 
420 ? tt2;LIN0+70;" FOR Z=0 TO 7: READ J 
:POKE CHSET+A»8+Z,J:NEKT Z" 
430 ? tt2|LIN0+80;" GOTO ";LIH0+60 
440 LIN2=LIN0+80 

450 REM SELECT ONLY REMISED CHARACTERS 
460 FOR CH=0 TO 127:FLAG=0 
470 FOR J=6 TO 7 

480 IF PEEK (CHSET+CH»8+J)<>PEEK (57344+ 
CH«8+J) THEH FLAG=1 
490 NEXT J 

500 IF NOT FLAG THEH 530 
510 LIH2=LIH2+10 

520 ? tt2jLIH2j" DATA ";:? «2;CH;:F0R J 
=0 TO 7:? «2;",";PEEK(CHSET+CH»8+J); :H 
EXT J:? tt2 
530 HEXT CH 

540 ? tt2;LIH2+10;" DATA -1" 
550 CLO SE tt2;GRAPHICS e;P0KE 7 10.148 

560 ? "L A'jiiii:M:n;M.-iiii;iann>i:i^ia " : END 

570 ? "QlfBAD IHPUT-TRY AGAIH" : IHFILES= 

"":OUTFILES= FOR DE=1 TO 5O0:HEXT DE 

:GOTO 30 

580 ? "laHCAHHOT READ IHPUT FILE-TRY AG 

AIH":IHFILE5="":0UTFILE5="":F0R DE=1 T 

500:HEXT DE:TRAP 400ee:G0T0 30 

590 ? "Q'SFILE OUTPUT PROBLEM. REWIHD 

TAPE":? "OR CHAHGE DISKETTE AHD PRESS 

A KEY":? "TO TRY AGAIH." 

600 TRAP 4ee0O:POKE 764,255 

610 IF PEEK (764) =255 THEH 610 

620 GOTO 280 



CHECKSUM DATA. 

(see page 43) 

10 DATA 165,123,602,514,17,832,344,193 

,894,920,913,992,46,359,569,7483 

105 DATA 858,276,390,318,961,405,167,6 

5,677,929,781,340,984,461,872,8484 

230 DATA 748,115,210,591.358,67,391,51 

0, 469, 638, 833, 933, 105, 401 , 955, 7324 

380 DATA 500,744,630,963,107,147,393,4 

11,218,314,304,763,350,321,101,6266 

530 DATA 639,217,565,11,292,621,818,38 

5,524,725,4797 



PAGE 60 



ANALOG COMPUTING 



ISSUE 22 




mg 
fvaluator 



\ _^ /- -N 





X 



16K Cassette or Disk 



by William Abell, Jr. 



Have you ever spent hours typing in one of the very 
good programs provided in ANALOG, because your 
typing ability was at or near zero? This program may 
be able to help you. It provides you with a screen full 
of random words to allow you to practice your typ- 
ing technique. The score, printed at the bottom of 
the screen after each time trial, provides an incen- 
tive to improve both your speed and accuracy. 

How to use the program. 

When the program is run, it will first display a title 
screen, then an introduction screen which explains 
how to use the program. At the bottom of the screen 
is the prompt to press the START button to begin. 
As soon as the button is pressed, the screen goes 
blank, while the computer makes up random length 
words. A few seconds later, the screen comes alive 
again with seven lines of text — which could be a 
message in secret code or a foreign language. In reality 
it is neither, simply characters chosen at random by 
your Atari computer. 

The cursor is positioned directly under the first 
character of the first line, ready to make its journey 
to the bottom right of your screen. As soon as you 
type the first character, the computer stopwatch is 
started, so that your typing speed can be calculated. 
The computer also keeps track of the errors that you 
make as you type, so that your accuracy can be cal- 
culated, too. As you type the last character of each 
line, the cursor is automatically positioned under the 
first character of the next line of text. 

If you make an error, do not attempt to go back 
and correct it. All keys are disabled except for the 



letter keys and the spacebar, so any attempt at cor- 
rection would be fruitless. As soon as the last char- 
acter is typed, the computer looks at its stopwatch, 
computes your speed and displays it on the screen. 
The percent of characters typed correctly is also 
displayed. 

To try again, simply press the START button and, 
in a few seconds, a brand new screen full of text will 
be displayed. To end the program, you must press the 
BREAK key 

Program customization. 

As you become proficient at typing the alphabet, 
you may want to expand the program to include other 
characters. The program is well documented, so you 
should have no trouble customizing it to your own 
desires. For example, if you wanted to practice typ- 
ing numbers, you could change the second statement 
in Line 150 to: T=RND(0)*9 + 48 and Line 410 to: 
IF K<48 OR K>57 THEN 380. The change to Line 
150 alters the ATASCII codes randomly generated 
to those between 48 and 57, which corresponds to 
all the numbers from to 9. The change to Line 410 
alters the values of the ATASCII codes accepted from 
the keyboard to numbers only plus the spacebar which 
is accepted on Line 400. 

Those wanting to get really ambitious might con- 
sider modification of the program, so that it randomly 
generates real words, rather than words made up of 
random characters. One way to accomplish this is to 
load words of different lengths into a pseudo -table, 
which is then accessed randomly and loaded into the 
string, T$. D 



ISSUE 22 



ANALOG COMPUTING 



PAGE 61 



Program Description. 



Line 50 — Selects subroutine to display title 
screen (optional). 

Line 60 — DIMensions string variables. 

Line 70 — Selects subroutine to display the 
introduction screen. 

Line 80 — Stops program execution until 
START button is pushed. 

Line 90 — Initializes variables. 

Line 130 — Turns off DMA to allow faster 
character generation. 

Line 140 — Generates a random length for 
next word. 

Line 150 — For/next loop to generate random 
characters for the word and place them in the 
string, T$. 

Line 160 — Provides trailing space for the 
word and checks for end of text. 

Lines 170 - 200 — If within nine spaces of 
the end of the line, define length of next word 
to even out line and increment line number. 

Lines 240 - 270 — Clear screen and turn on 
DMA. Print T$ to screen with two spaces be- 
tween each line and position cursor under first 
character. 

Lines 310 - 340 — Line 320 stops program 
execution until the first key is depressed. Line 
330 resets the Atari's timer to (starts the stop- 
watch). 

Lines 400 - 410 — Rejects all keys except let- 



ters and spacebar (other keys may be included 
by changing the numeric values in these state- 
ments). 

Lines 420 - 430 — LOADS the typed char- 
acter into the string, R$, prints the character, 
and positions the cursor under the first char- 
acter of the next line, when the end of line is 
reached. 

Line 440 — routes program to calculation of 
results section when last character is typed. 

Line Line 490 — Determines elapsed time in 
minutes by reading Atari's timer (stops stop- 
watch). 

Line 500 — Calculates typing speed in words 
per minute. 

Lines 510 - 530 — Compares random char- 
acter string, T$, to typed character string, R$, 
to determine number of correct entries. 

Line 540 — Calculates the percent accuracy. 

Lines 550 - 560 — Prints results. 

Line 580 — Stops program execution until 
START button is pressed. 

Lines 630 - 690 — Title screen subroutine. 
Mixes graphics 1 and graphics 2 characters on 
screen by using display list manipulation in Line 
640. Line 670 provides a time delay for viewing 
title screen. 

Lines 730 - 830 — Introduction text to ex- 
plain how to use program. 



Note: Typing requirements can be shortened 
considerably by removing the REM statements 
and the title and introduction screen subrou- 
tines. If subroutines are omitted, then remove 
Lines 50, 70 and 80. 

Variables description. 

LENGTH Length of random word 

T ATASCII code of random character 

T$ String containing random text 

LINE Sequence number of line 

I Sequence # of random character 

C Sequence # of typed character 

R$ String containing typed characters 

N Counting variable 

K ATASCII code of typed character 

MIN Elapsed time in minutes 

RATE Typing speed in words per minute 

COR Number of characters correct 

ACC Percent of characters correct 

DL Display list pointer 

DELAY Time delay loop counting variable 



BASIC listing. 



TYPING EVOLUATOR 
BY 
BILL ABELL 
1984 



le REM 
20 REM 
38 REM 

49 REM 

50 GOSUB 630 
60 DIM T$t300),R$(300] 
70 GOSUB 730 

80 IF PEEKt53279><>6 THEN 80 
90 LINE=8:I=l:C=l 

100 REM KICMItlCKlCKKKlCKMMMlCKIClCKlCMKmCKMKK 

lie REM * GENERATE RANDOM TEXT * 

120 REM MMMMKKICmCltllKKlCmCKIClCKKMKICllKKKK 

130 POKE 559,0 

140 LENGTH=INTCRNDfO)«8+l) 

150 FOR N=l TO LENGTH :T=RNDC0)»25+65:T 

5tI,IJ=CHR$CTJ :I=I+l:HEXT N 

160 TStI,I>=" "IIF LINE=7 THEN 240 

170 1=1+1: IF I-38*LINE=29 THEN LENGTH= 

9:G0T0 200 

180 IF I-38»LINE<30 THEN 140 

198 LENGTH=38-C1-38»LINEJ 

200 LINE=LINE+1:G0T0 150 

218 REM KKMKKKMMKKKMKMlCMKKKKMKlCKliKMKK 
220 REM » PRINT TEXT TO SCREEN * 

230 REM MMKlilCmCMKlCKMKltKKlCKMKMlClClCKXMKJC 

240 ? "H" 

250 POKE 559,34 

260 FOR H=0 TO 6:? TS C C1*38»NJ , C38+38* 

NJ) :? :NEXT N 

270 POSITION 1,2:? " ■•; 



PAGE 62 



ANALOG COMPUTING 



ISSUE 22 



2Se REM ICKlOtKKKlCmtMIClCMKlCMKMKltKMICKKlCmC 

290 REM « CATCH FIRST KEY DEPRESSED * 

300 REM MMKKMKMMMKIOCKIOCKICMMMMICKMMIIMKK 

310 OPEM ttl,4,0,"K:" 

320 IF PEEK C764) =255 THEN 320 

330 POKE 18,e:P0KE 19,0:P0KE 2e,0:REM 

*»RE5ET CLOCK** 

340 GOTO 380 

350 REM MMKMMKlimtMMMMMKKMMlCKMKKMMlCmCK 

360 REM * PRINT & STORE KEYS PUSHED * 

370 REM MMKKKKltltmClClClCMMKMMltKlClCMlCMlClCICM 

380 IF PEEK f 764) =255 THEN 380 

390 GET ttl,K 

400 IF K=32 THEN 420 

410 IF K<65 OR K>90 THEN 380 

420 RStC,C)=CHRSCK) :? CHRS CKI ; :C=C*l:F 

OR N=0 TO 5: IF C=38«N+38 THEN POSITION 

1,3*N*5:? ■• ";:R$CC,C)= C=C+1 

430 NEXT N 

440 IF C=266 THEN GOTO 490 

450 GOTO 380 

460 REM KKMKmCMKMKMKKlCWXKKMMKMMWMKlCKM 

478 HEM » TABULATE i PRINT RESULTS » 

480 REM MMKKKKMKMMKKMMKMKICICMMKMMKMICMM 

490 MIH= CPEEK C18J*256*256+PEEK f 19J»256 

+PEEKf2e))/3eoe 

500 RATE=IHTC259/MIN/6+0.5) :COR=0 

510 FOR H=l TO 259 

520 IF T$(N,N}=R$(N,N) THEN C0R=C0R+1 

530 NEKT N 

548 ACC=INTCC0R/260*100+0.5) 

550 POSITION 7,21:? "RATE = "jRATE;" H 

ORDS PER MINUTE" 

560 POSITION 12,22:? "ACCURACY = ";ACC 

;"X": CLOSE ttl 

570 ? " I PRESS tdufUdul TO TRY AGAIN 

580 IF PEEK<53279)<>6 THEN 580 

590 POKE 764, 255: GOTO 90 

600 REM MKmCMKMICMKMKKlClCKWMlCXMKMMlCMMKK 

610 REM » TITLE SCREEN » 

620 REM MMMlCMKlCKKMMKMMKKKMMKltKlCMllMKKK 

630 GRAPHICS 17:5ETC0L0R 4,1,10 

640 DL=PEEK 1560) *256*PEEK C561) +4 : POKE 

DL*7,7:P0KE DL+12,7 

650 POSITION 2,6:? tt6;"| 

B": POSITION 9,9:? tt6;' 

660 ? tt6:? «6;" BILL ABELL" 

670 FOR DELAV=1 TO 1000: NEKT DELAY 

680 GRAPHICS 

690 RETURN 



700 REM MMMmClClCMMKlCKKMMKMKMlClClCKlCKKlCKlC 

710 REM * INTRODUCTION SCREEN * 

720 REM MMMKMKMMMMmCKKMKMlClOCimKMlCKlCKK 

730 ? "•«":? :? " TYPING EMAL 

UATOR":? 

740 ? "This prograH provides a Means o 

f iHproving touch typing skills. 

A group of words is presented "; 
750 ? "nade up ofrandon letters. Thes 
e words should becopied exactly as pre 
sented "; 

760 ? "on the screen. As soon as t 
he last letter ofeach line is typed, c 
ontinue with the first letter"; 
770 ? " of the next line." 
780 ? :? "Measurenent of your typing s 
peed will start when the first key is 
pressed. Rate and accuracy"; 
790 ? " results will be printed at 

the end of the tined tr ial ." 
800 ? :? " Press WSES to begin 
.":? 
810 ? " I The coMputer will take about 

5 ■" 

820 ? " I seconds to Hake up the words 
■■ ■ 

830 RETURN 



CHECKSUM DATA. 

(see page 43) 

10 DATA 335,81,610,121,763,765,769,679 

, 267 , 778 , 773 , 784 , 780 , 366 , 172 , 8043 

160 DATA 271,212,654,438,306,783,906,7 

89 , 376 , 4 , 849 , 816 , 804 , 158 , 782 , 8148 

310 DATA 265,520,496,727,797,145,803,5 

50,581,439,668,753,753,277,732,8506 

460 DATA 802,72,808,4,293,356,844,755, 

613,964,329,524,866,145,788,8163 

610 DATA 249,794,263,854,851,637,652,9 

18,618,790,875,796,447,26,761,9531 

760 DATA 540,911,205,788,674,328,307,6 

84 J 4357 



Attention Programmers! 

ANALOG Computing is interested in programs, articles, and software review submis- 
sions dealing with the Atari home computers. If you feel that you can write as well as you 
can program, then submit those articles and reviews that have been floating around in your 
head, awaiting publication. This is your opportunity to share your knowledge with the growing 
family of Atari computer owners. 

ANALOG pays between $30.00-$360.00 for all articles. All submissions for publication 
must be typed, upper and lower case with double spacing. Program listings should be provid- 
ed in printed form, and on cassette or disk. By submitting articles to ANALOG Comput- 
ing, authors acknowledge that such materials, upon acceptance for publication, become 
the exclusive property of ANALOG. If not accepted for publication, the articles and/or pro- 
grams will remain the property of the author. If submissions are to be returned, please sup- 
ply a self-addressed, stamped envelope. All submissions of any kind must be accompanied 
by the author's full address and telephone number. 

Send programs to: 
Editor, ANALOG Computing, P.O. Box 23, Worcester, MA 01603. 



ANALOG COMPUTING 




#00883 



16K Cassette or 24K Disk 



by Donald P. Murphy 



This month's assembly language game. Money Hun- 
gry, is a game of skill for one player. 

Typing it in. 

Before typing anything, look at the listings accom- 
panying this article. 

Listing 1 is the BASIC data and data check- 
ing routine. This listing is used to create both 
cassette and disk versions of Money Hungry. The 
data statements are listed in hexadecimal (base 
16), so the program will fit in 16K cassette sys- 
tems. This makes typing more difficult, but it's 
a necessary evil. 

Listing 2 is the assembly language source code 
for the game of Money Hungry, created with the 
OSS MAC/65 assembler. You do not have to type 
this listing to play the game! It is included for 
those readers interested in assembly language. 



Follow the instructions below to make either a cas- 
sette or disk version of Money Hungry. 

Cassette instructions. 

1. Type Listing 1 into your computer using the 
BASIC cartridge and verify your typing with 
C:CHECK (see page 47). 

2. Type RUN and press RETURN. The pro- 
gram will begin and ask: 

HAKE CASSETTE tei OR DISK CD? 

Type and press RETURN. The program will 
begin checking the DATA statements, printing 
the line number of each as it goes. It will alert 
you if it finds any problems. Fix any incorrect 
lines and re -RUN the program, if necessary, un- 
til all errors are eliminated. 



SpartaDOS and ARCHIVER IF 




From the authors of the CHIP! 

SpartaDOS is our all new command driven DOS fully compatible with all disk drives made for 
the Atari Home Computers™ Supports all Atari compatible densities - both single and double 
sided, 5V4 and 8 inch. 

UltraSpeed™ I/O allows read/write 2 to 4 times faster than standard!* Comprehensive utilities 
include: a sector copier, RS-232 handler, and DOS file translators. 

ARCHIVER II allows UltraSpeed backup of all diskettes and compacting of multiple programs 
on each disk. Includes an exceptional editor, a speed check, and is fully automatic. 
Available now for Atari 810 and 1050 drives! Coming soon for most other brands. 



Suggested Retail Price $129.95 (plus shipping and installation) 

See SpartaDOS and ARCHIVER II now at leading computer stores or order direct from: 

Spartan Software 

Div. oflCD, Inc. 

828 Green Meadow Ave. 

Rockford.IL 61107 

815-229-2999 (1:00-9:00 p.m. CST) 

• Speed depends on drive hardware . A chip replacement is required for most drives. 

SpartaDOS, ARCHIVER II. and UltraSpeed are trademarks of ICD, Inc . Atari is a registered trademark of Atan. Inc. 



CIRCLE #124 ON READER SERVICE CARD 



ISSUE 22 



ANALOG COMPUTING 



PAGE 65 



3. When all your DATA lines are correct, the 
computer will beep twice and prompt you to 
"READY CASSETTE AND PRESS RETURN." 
Insert a blank cassette in your recorder, press the 
RECORD and PLAY buttons simultaneously and 
hit RETURN. The message "WRITING FILE" 
will appear, and the program will create a ma- 
chine language boot tape version of Money Hun- 
gry, printing each DATA line number as it goes. 
When the READY prompt appears, the game 
is recorded and ready to play. CSAVE the BASIC 
program onto a separate tape before continuing. 

4. Td play the game, rewind the tape created 
by the BASIC program to the beginning. Turn 
your computer OFF and remove all cartridges. 
Press the PLAY button on your recorder and turn 
ON your computer while holding down the 
START key. If you have a 600 or 800XL com- 
puter, you must hold the START and OPTION 
keys when you turn on the power. The computer 
will "beep" once. Hit the RETURN key and 
Money Hungry will load and run automatically. 

Disk instructions. 

1. Type Listing 1 into your computer, using the 
BASIC cartridge and verify your typing with 
D:CHECK2 (see page 43). 

2. Type RUN and press RETURN. The pro- 
gram will ask: 

MAKE Cft55ETTE CO) OR DISK (IJ? 

Type 1 and press RETURN. The program will 
begin checking the DATA lines, printing the line 
number of each statement as it goes. It will alert 
you if it finds any problems. Fix incorrect lines 
and re -RUN the program, if necessary, until all 
errors are eliminated. 

3. When all DATA lines are correct, you will 
be prompted to "INSERT DISK WITH DOS, 
PRESS RETURN." Put a disk containing DOS 
2. OS into drive #1 and press RETURN. The 
message "WRITING FILE" will appear, and the 
program will create an AUTORUN.SYS file on 
the disk, displaying each DATA line number as 
it goes. When the READY prompt appears, the 
game is ready to play. Be sure the BASIC pro- 
gram is SAVEd before continuing. 

4- To play the game, insert the disk contain- 
ing the AUTORUN.SYS file into drive #1. Turn 
your computer OFF, remove all cartridges and 
turn the computer back ON. Money Hungry will 
load and run automatically. 

Playing the game. 

Money Hungry requires one joystick, plugged in- 
to port 1. The game is started by pressing START 
or the joystick button. 

In Money Hungry, you play the part of a thief try- 
ing to collect as much money as possible, while mak- 



ing every effort to avoid the police. You are placed 
in a maze, with coins scattered all around. You pick 
up the coins by moving over them. Once on every 
board, a money bag appears, containing a 100 coin 
bonus. Your score, in coins, is shown at the bottom 
of the screen. 




000330 



Money Hungry. 

There are three police patrolling the maze, and if 
they catch you five times, the game is over. The num- 
ber of tries you have remaining is shown at the lower 
left of the screen. 

You can block the police by placing doors in the 
maze. To do this, press the joystick button while mov- 
ing through the maze. A red door will appear, and 
the police can't get through it. You have four such 
doors and can reopen them at any time simply by 
running over them. Once you pick up a door, you 
can reuse it by pressing the joystick button again. 

When you have picked up all of the coins in the 
maze, you will move to the next level. In each level, 
either you or the police will increase in speed. Good 
luck! D 

Listing 1. 
BASIC listing. 

le REH 4HHf HONEY HUNSRV *** 

28 TRAP 28:? "HAKE CASSETTE CB) , OR DI 

SK (II";: INPUT DSK:IF DSK>1 THEN 20 

38 TRAP 48e88:DATA 8,1,2,3,4,5,6,7,8,9 

,8,8,8,8,8.0,8,10,11,12,13,14,15 

48 DIN DAT$(91),HEX(22) :FOR M=8 TO 22: 

READ N:HEKCX)=N:NEXT X:LINE=99e:REST0R 

E 1880: TRAP 128:? "CHECKING DATA" 

58 LINE=LINE+ie:? "LINE:", -LINE: READ DA 

TS:IF LEN(DAT$)<>90 THEN 228 

68 DATLIN=PEEK(183}+PEEK(184}«2S6:IF D 

ATLINOLINE THEN ? "LINE ";LINE;" HISS 

ING!":END 

78 FOR K=l TO 89 STEP 2 :D1=ASC(DAT$(X, 

XJ ) -48 : D2=ASC (DATS (X+1 , X*l> J -48 : BVTE=H 

EX (D1}«164^HEX (D2) 

80 IF PASS=2 THEN PUT ttl, BYTE: NEXT X:R 

EAD CHKSUH:GOTO 58 

90 TOTAL=TOTAL+BVTE:lF T0TAL>999 THEN 

T0TAL=T0TAL-1000 



PAGE 66 



ANALOG COMPUTING 



ISSUE 22 



lee NEXT X:READ CHKSUHzIF TOTAL=CHKSUN 

THEN 50 
110 GOTO 220 

120 IF PEEK (195)06 THEN 220 
130 IF PAS5=0 THEN 170 
140 IF NOT D5K THEN 160 
150 PUT ttl,224:PUT ttl,2:PUT ttl,225:PUT 

ttl,2:PUT m, 68: PUT ttl, 33: CLOSE ttl:END 
160 FOR «=1 TO 107: PUT ttl,0:NENT X:CLO 
5E ttl: END 

170 IF NOT 05K THEN 200 
180 ? "INSERT DISK MITH DOS, PRESS RET 
URN";: DIN IN$ CI): INPUT IN$:OPEN ttl, 8,0 
,"D:AUTORUN.SYS" 

190 PUT ttl,255:PUT ttl,255:PUT ttl,158:P 
UT ttl, 32: PUT ttl, 10: PUT ttl, 44: GOTO 210 
200 ? "READY CASSETTE AND PRESS RETURN 
";:OPEH ttl,8,128,"C:":REST0RE 230:F0R 
M=l TO 40: READ N:PUT ttl, N: NEXT X 
210 ? ;? "HRITING FILE":PASS=2:LINE=99 
0: RESTORE 1000: TRAP 128:6010 58 
220 ? "BAD DATA: LINE "; LINE: END 
230 DATA 0,24,118,32,157,32,169,8,141, 
47,2,169,60,141,2,211,169,8,141,231,2, 
133,14,169,56,141,232,2 

248 DATA 133,15,169,68,133,18,169,33,1 
33,11,24,96 

1880 DATA 7070707070707047642070067007 
7070707006419E200000eoe82D2F2E25S90028 

352E273239eoooeoeeeoeoeo , 530 

1010 DATA eeooooooeoooE2F9eeoooooooo8e 

0e0e00ee00e0646F6E6ieC6400e06D75727e68 

79e00000F0F2E5F3F300F3F4, 992 

1020 DATA ElF2F4e0F4EF0eE2E5E7E9EE7070 

7045883Ae585e585858585850505e74104213e 

147F362A7F1C3E00FA8A8ABA,191 

1030 DATA E6E6FFBAFF771C08143E1C1C3E88 

388888EAEA38EAEA38A7A1ADA5AFB6A5B2A280 

BDFD279D0038BDFD289D8039, 996 

1040 DATA BDFE299D003ABDFE2A9D003BCAD0 

E5A9208D3182A99E8D3e82A9228D2Fe2ADlFD8 

C906F00SAD8402D8F4A9e48D, 276 

1050 DATA 3002A9218D3182A9388DF482A988 

8DC482A9FC8DC582A9368DC682A9e88D6Fe28D 

88D2A9838D328228692228BB , 838 

1860 DATA 22206B2320eE238DlED828712628 

F7222eDA26A200AD0CD0F0034CeD278D8A04AC 

8BD4B98ei88D12D8B908198D, 981 

1070 DATA 13D0B9001A8D14D0B9001B8D15D8 

ASCDC96B90D44C972eC6B6Fe034C4426A5B785 

B6A91E85B1A98085B0A91985, 499 

1088 DATA B3A98885B2AABD85D829e4F8138D 

lEDeB58CD589D8844981958CB58949ei958986 

ClB5B91869eiB4BEC8209525, 948 

1090 DATA A6ClB58C29e2F887A588F8874C51 

22A587D0eBB58C9S89AD0AD22903958CBS89D8 

034CD525C9eiD0034CE825C9,323 

1180 DATA 02D0034CFB254ClD26A90e8DDB3A 

8DDC3AA98885BeA93A85BlA886BlB0F00EC91E 

F00AC91FDeeA88A98091BeC8 , 594 

1118 DATA A91191B8C8C8C8249eE4A5B01869 

2885BeA5B1698085BlA8e6C93B98DlA5BeC990 

DeCBA90085CD85BCA985858F , 831 

1128 DATA 68A91E85BlA98885B8A891BeC8D0 

FBE&B1A6B1E020D0F3A91885B1A98885B0A891 

B8C8D8FBE6B1A6B1E81CD0F3, 181 

1138 DATA A92E8D2Fe2A9838DlDD8A91C8D87 

D4e8A986A223A8912eSCE4A94e8D8FD4A987A2 

21AeFe4C5CE4 A98e85BeA91E , 311 

1140 DATA 8SBlA90085B2A91985B3Aei7A288 

BD182191B8BD212191B2C8CA18F2E6B3A5B818 

698885B0A5B169e885BlC928, 71 

1158 DATA 90DBA94385B98DeiDeA98485BA8D 

82D8A9B385BB8De3D0A91785BE85BF85C0A903 

8589858BA9ei858A68A208A0 , 74 

1160 DATA 37BD2A2199001EBD3321990018C8 

CA10F0A97C85B88D88D0A93785BDA98B85CB85 

CC68A98e8DeiD28D83D2A6B8, 363 

1178 DATA E8A4BDC8285C2420A624C681Fe83 

4C5924A5888581A5CC29e3C983Fe87A584F807 

4CC723AS83D004A5CC85CBAD, 972 

1188 DATA 78e2C90FF00285CCA5CBC98FDe83 

4CS924C90AF0e8C986F884C98ED820A20AA4BD 

C018B0034C5924B90eiE99FF , 994 

1190 DATA 1DB9001899FF17C8CAD8F8C6BD4C 

5924C989F8e8C9e5F804C90DDe23A5BDC95790 

034C59246909A8A28AB9FF1D,379 



1288 DATA 990eiEB9FF1799e81888CAD0F0E6 

BD4C5924C90BD012A6B8Ee44B8834C5924CA86 

B88E0eDe4C5924A6B8E0B39e, 36 

1210 DATA 034C5924E886B88E8eDe4C5FE48e 

C584C69838E91885C3A98885C4A98e85C22e3E 

258583 A5C285C62981D884A9 , 495 

1228 DATA 818583A5C538E93885C3A98485C4 

A98085C2203E258584A5C285C529834981F884 

A9818584A5C285CS60A90085, 754 

1230 DATA B485CAA5CB2901D00AA5CCC90BD0 

02C6C6EeceA5C685C7A92885C8205E25E6C5A5 

C51865C985B4A5CA693A85B5, 184 

1240 DATA A00eBlB4C91ED0ilA9268DeiD2A9 

148D88D2A980A891B4E68FC91FD817A9268D81 

D2A9148D88D2A9e8A891B4C6, 713 

1258 DATA B491B4E6B4E68FC911F81CC91DD8 

2BA9A68D81D2A9DC8D88D2A26486BCC6B49891 

B4E6B491B4609891B4E6CDA2, 739 

1268 DATA 8186BCA95F8D81D2A9B98D88D268 

A00838E5C48826C286C32A2890e5E5C44C5325 

e5C488D8EDB88365C41826C2,31 

1270 DATA 60A90085C9A2e846C798831865C8 

6A66C9CAD8F385CA60A005E0eiB00160B9BF3B 

C91B9009A91299BF3B8818F1 , 496 

1288 DATA 6018698199BF3BCAD8E868858898 

38E9ie85C3A98885C4A98085C2283E258587A5 

C229eiD884A9818587A58838, 718 

1298 DATA E93e85C3A98485C4A90e85C2283E 

258588A5C229834981F884A981858866B4B9C8 

B390834C4426C89895B99D81 , 898 

1388 DATA D04C4426B4B9C044B0034C442688 

9895B99D81D04C442eB4BEA20AC018B8834C44 

26B1B08891B8C8B1B28891B2, 379 

1318 DATA C8C8CAD8F0A6C1D6BE4C4426A6C1 

B5BEC95790034C442e6909A8A28A88BlB8C891 

B888BlB2C891B288CAD0FeA6, 151 

1320 DATA ClF6BE4C4426A5Bei8698e85B8A5 

B1690e85BlE6B3A6ClE8E883Bee34C8C22A6BC 

A98085BC207425AD84e2D883, 781 

1330 DATA 2050274C62E4A903858885B78581 

85B6A013A90099B83B88D0FAA9578DBA3BA000 

A91299BF3BC8C0e6D0F86eA5 . 425 

1348 DATA B7C588F008C680D0eCA901858eC6 

B7D004A90185B728C82628D22728692228BB22 

288E232eeB232eF72220DA26, 68 

1358 DATA 4CC121A986A2E4A85F285CE4A9e7 

A2E4Ae624C5CE4A92e8D27e2A9ED8D2682A981 

A880A2044C5CE4A91C8DDB3A, 245 

1368 DATA A91D8DDC3AA9278D27e2A9e48D2e 

824CE426A9888DDB3A8DDC3A602eC826289127 

AEBA3BCAEe52B8834C33278E, 958 

1378 DATA BA3B28BB22206B23208E2328F722 

8DlED04CC121A200BD3C219DBA3BE8E0e4D0F5 

A200BD48219DC63BE8E884D8, 986 

1380 DATA F54C7021C68FD803E68F68A584F8 

17A5C52983D02DA9C08D82D2A9A38D83D2A888 

A91E91B468A5C62981Dei6A9 , 676 

1390 DATA C08D82D2A9A38D83D2C6B4A881A9 

lF91B48891B468E68Fe8A9A88D83D2A9e48590 

A2FFA014A5908D82D2CADeF8, 151 

1480 DATA S8D0F5E690E690A014A590C9A0D0 

E9A9888D83D2A9328D82D2A2FFAeFFCAD0FD88 

D0FAA9e08D82D28D83D26eA9, 240 

1410 DATA A88D81D2A9488591A2FFAei4A591 

8D88D2CAD8F888D8F5C691C691A814A591D8EB 

A90e8D80D28D81D260000000, 363 

1420 DATA 0000000000555555AA5555555595 

9595AA55555555555555AA9S9S959595959595 

959595951515151515151515, 466 

1430 DATA 959595AA9595959556565eAA5656 

56565S55S5AA565656565e5656AA5555555554 

545454545454545656565656,90 

1440 DATA 5656565555555555555555959595 

95555555555656565655555555555555959595 

959555555556565656560000 , 333 

1450 DATA e088800eOOOOe03C666E76663COO 

?Si22fi®^®^®''E®«®®5C660C18387E00007E0C 

180Ce63C00e00ClC3C6C7E0C, 345 

1460 DATA e0007E607C06663C00e03C607C66 

663Ce00e7E060C18383000e03C663C66663C00 

e03C663E060C3880220A2AA0, 697 

1470 DATA A2A02A0A88A0280A2A0A28Aecece 

c8cececec8C88oooooFFOoeeeeeeee3C666E6E 

1488 DATA 7C667C66667C8e603C666060663C 
0000786C66666C78ee007Eee7C606e7Ee0007E 
607C60606000003E60606E66 , 134 



ISSUE 22 



ANALOG COMPUTING 



PAGE 67 



1496 DATA 3Eeee066667E666666eeee7E1818 

18187E8e8ee68686e66e3Ce8ee666C78786C66 

88e868686868e87E88e86377, 858 

1588 DATA 7F6B6363888e667e7E7EeE668888 

3C66e666663C88887C66667C6ee8888e3Ce666 

66eC3688887Ce66e7Cecee88, 328 

1516 DATA 883Ce83C86863C8e887E18181818 

188888666666666e7E8e8866666e663C18888e 

63636B7F77e3888e66663C3C , 964 

1528 DATA 6666888866663C1818188e887E8C 

1838e87E88881E181818181E8e88486e38188C 

868688781818181878888888, 686 

1536 DATA lC3663886e88888e8e888e88FF88 

88688888858381818183616181838181818361 

816183816181836181816361 , 167 

1546 DATA 6181838181888A88688868688885 

84661188118811881188118811881188118811 

881188118811881188118811,456 

1558 DATA 8B6A888888688868858488118186 

68118166881181668811818688116166881161 

66661iei8688116B8A888888, 692 

1568 DATA 8888888584881168118611681166 

11881188118811861188116811681188118811 

88118BeA8e88888888886584 , 986 

1576 DATA 6811816688116186681161868611 

816688118186e81iei868811816688118B8A68 

886688888865846888888886 , 281 

1586 DATA 6888888888888868686688861186 

11681188118611881188118B8A88886e866886 

658488116166881161868811,415 

1596 DATA 8166861181668811616688118186 

88116ie688116B8A8888888888688584881188 

118611681188116811881188, 684 

1688 DATA 1188116811881188118811681188 

11688A6888888886888S8488116ie668118166 

881181868611618688116186,978 



1618 DATA 6811816688118186eeil6B8A88e8 

68888888858488116811881168118811881186 

118811881188118811861168,269 

1628 DATA 11881188118B8A88886888888865 

82818181826181818281818182618161828181 

616281818182818181828181 , 385 

1638 DATA 69eA8888e8888857888868881212 

1212121A88888888868868888888868888e688 

888868888868688888888866 , 687 

1648 DATA 6888888868888888666888886888 

68888888888888888688888888886668888888 

888868888888888868688886 , 687 



CHECKSUM DATA. 

(see page 43) 

18 DATA 518,351,496,811,423,729,288,68 

3,555,573,694,613,29,265,967,7767 

168 DATA 142,198,962,857,491,38,155,11 

5,413,978,124,588,333,96,738,6284 

1868 DATA 594,922,912,828,44,936,974,9 

78,962,182,975,982,891,112,238,16426 

1218 DATA 888,616,168,897,233,917,981, 

766,732,776,96,885,878,834,38,9529 

1368 DATA 69,868,982,25,249,872,323,63 

7,266,482,391,538,446,222,587,6789 

1518 DATA 284,117,562,457,631,493,516, 

488,536,526,528,487,481,325,6425 



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I 

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ISET COLOR FOR 

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I SET COLOR FOR 

I PLAYER 1 

IQET COLOR FDR 

I PLAYER 2 

I BET COLOR FOR 

I PLAYER 3 

l» OF DOTS. . . 

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INEW LEVEL I 



I TIME FOR EN. MOVE 

I YE3! 

JNO, EXIT 

1 RESET MOVE TIMER 



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JMP END 

LDA ELEVEL 

STA EDELAY 

LDA »PMRAM/234 + 2 1 POINT TO 

STA POINTH IPLAYERS 

LDA »*80 

STA POINTL 

LDA »CTflBl/236 i BET COLOR. 

9TA TABPTH ) TABLE OFFSET 



ZERO X 

HIT ANYTHING? 

SET COLL. BITS 

NO COLLISIONS 

RESET COLLISIONS 

NEXT DIRECTION 

- CURRENT DIR7 

NO, CHANGE IT. 

REVERSE IT, 

STORE IT. 

BET CURRENT 

REVERSE IT, 

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SAVE X 

IBET PLAYER X'S 

HORIZ. PQS, 

ADD 1, 

IQET VERT POS, 

ADD I 

MOVE PLAYER 

BET X ABA IN 

SET NEXT DIRECTION 

BET 1ST 2 BITS 

TRY HQRtZ. MOVE 

OK TO MOVE VERT7 

YES, CHANQE DIR 

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HORIZ MOVE DK7 

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CHANBE DIRECTION 

STORE NEXT DIR 

BET RANDOM • 

MASK TO B-3 

save for next 

bet current dir 

not ribht 

move ribht 1 

is it left? 

no; 

move left! 

IS IT UP? 
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MOVE UP I 
MOVE DOWN! 



LDA »e (ERASE MONEY BAB 

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CMP »3e > IS IT DOT? 

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CMP »31 [WALL? 

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LDA #0 IZERO IT! 

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LDA »17 (PLOT A DOT. 

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RTS [ALL DONE! 

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( 
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I 
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STA (POINTL), Y 

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CLC 

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CMP •PMRAM/2361-4 I LAST PLAYER? 

BCC L4 (NO! 

LDA •»43 (PL 1 HORIZONTAL 

STA XPOSPl 



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LDY 
LDA 
STA 
LDA 
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BPL 
LDA 
STA 
STA 
LDA 
STA 
LDA 
STA 
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PLCMAP.X 

CTABB.Y 



L4 

• 124 
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HPQSP0 

• 33 
YPQ3P0 

• 11 

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(IMMEDIATE VBLANK 

I 

VBLANK 



TNM 
CHD 
CD 



(NEXT COLOR TABLE 
[NEXT PLAYER 



INY 

INY 

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CLC 

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[END OF LINE? 

[NO! 

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LDA ••84 

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STA HP03P2 

LDA •«B3 

STA XP0SP3 

STA HPOSP3 

LDA •23 



[PL 2 HORIZONTAL 



(PL 3 HORIZONTAL 



(ALL VERTICAL 



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LDA 
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LDA 
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LDA 
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LDA 
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BNE 
JMP 
CMP 
BEQ 
CMP 
BEQ 
CMP 
BNE 
LDX 
LDY 
CPY 
BCS 
JMP 
LDA 
STA 
LDA 
STA 
INY 
DEX 
BNE 
DEC 
JMP 
CMP 
BEQ 
CMP 
BEQ 
CMP 
BNE 
LDA 
CMP 
BCC 
JMP 
ADC 
TAY 
LDX 
LDA 
STA 
LDA 
STA 



• 

AUDCl 
AUDC2 
XPOSPe 

YPO3P0 

PMTBR 

XYTOME 

DELAY 

DO 

ENDVB 

LEVEL 

DELAY 

STICKN 

• 3 

• 3 
TNM 
NOY 
CHD 
CD 
NOX 
CD 

STICKN 
STICKC 
STICK0 

• 13 
NC 

STICKN 
STICKC 

• 13 
N13 
ENDVB 

• 10 
MU 

• & 
MU 

• 14 
VBPl 
»*0A 
YPOSPO 

• 24 
VBLl 
ENDVB 
PMRAM-f3 
PMRAM+3 
CTAB0, Y 
CTAB0-1 , Y 



[TURN OFF 

(SOUND 1 
(SOUND 2 
[BET PLAYER X 
[OFFSET FOR SCRN 
(BET PLAYER Y 
(OFFSET IT TOO 
(CONVERT TO SCRN LOC 
[THEN TO ADDRESS 
(OK TO MOVE? 
[ YUP! 

(NO, EXIT. 
[RESET TIMER 

(QET NEXT DIRECTION 

(MASK IT, 

(HORIZ MOVEMENT? 

(YES! 

[CHECK IF VERT CLEAR 

( IT- S CLEAR! 

(KEEP CURRENT DIR 

[HORIZ CLEAR? 

(NO! KEEP CURRENT 

(GET NEXT MOVE 

(SAVE IN CURRENT 

(BET STICK 

(MOVED? 

[NO! 

[SAVE NEW MOVE 

IBET CURRENT 

(MOVED? 

(YES! 

(NO, EXIT. 

(UP? 

(YES! 

(UP? 

(YES! 

[UP? 

(NO! 

I 10 BYTES TO MOVE 

(BET VERT OFFSET 

[AT TOP? 

(NO, MOVE IT! 

(BYE! 
12, Y (MOVE PLAYER 
11 ,Y 



> 

> 

I— 

o 
o 

o 
o 

c 



o 



VBLl 

YPOSP0 

ENDVB 

• 9 
MD 
•S 
MD 

• 13 
VBP2 
YPO3P0 

• 87 
OKMD 
ENDVB 

• •? 



(DEC VERT POS. 

(BYE! 

( DOWN? 

tYE3l 

( DOWN? 

[YES! 

(DOWN? 

(NO! 

(AT BOTTOM? 



J NO, MOVE IT! 

[ (BYE! 

IBET LAST PLAYER BYTE 

(PUT IN Y 
•»BA [10 BYTES TO MOVE 
PMRAM+3 11,Y (MOVE PLAYER 
PMRAM+312, Y 
CTABB-1, Y 
CTAB0,Y 



CO 
CO 

c 
m 





DEY 








DEX 








BNE 


VBL2 






INC 


YPOSpa 


(INC VERT P03. 


MDE 


JHP 


ENDVB 


(BYEI 


VBP2 


CMP 


• 11 


; LEFT? 




BNE 


VBP3 


!ND^ 




LDX 


XP03PB 


(TOO FAR LEFT? 




CPX 


»68 






BCS 


OKML 


; NO ! 




JMP 


ENDVB 


iBYEl 


QKML 


DEX 




IDEC HORIZ POS 




STX 


XPOSPe 






3TX 


HPQSPa 




MLE 


JHP 


ENDVB 


;byei 


VBP3 


LDX 


XPQSPa 


ITOO FftR RIBHT7 




CPX 


»177 






BCC 


OKMR 


(NO! 




JMP 


ENDVB 


iBYE! 


OKMR 


INX 




! INC HORIZ POS 




STX 


XPOSP0 






STX 


HPQSPa 




ENDVB 


JMP 


• E45F 


1 LEAVE VBLANK ! 


)P/M TO 


3CREEN COORDS SUBROUTINE 


PMT8R 


STX 


XPOSSC 


ISftVE HORIZ 




STY 


YPQ33C 


iSAVE VERT 




TYO 




I BET VERT IN A 




SEC 




I SUB SCREEN OFFSET 




SBC 


»14 






STft 


LDIV 


ISftVE IN DIVIDER 




LDft 


• 8 


IDIV. BY a 




STft 


DIVS 






LDft 


• 


IZERO RESULT 




STfl 


ORES 






J3R 


DIVIDE 


iDiviDE it: 




8TA 


NOX 


1 STORE REMAINDER 




LDft 


ORES 


IQET RESULT 




STft 


YP0S3C 


)SAVE SCREEN Y 




AND 


»1 


SEVEN OR ODD? 




BNE 


ODl 


I odd: 




LDft 


»L 


IPROHIBIT ANY 




STft 


NOX 


iHORIZQNTftL MOVE 


GDI 


LDft 


XPOSSC 


IQET HORIZ. 




SEC 




!3UB SCREEN OFFSET 




SBC 


*48 






STfl 


LDIV 


IPUT IN DIVIDER 




LDft 


• 4 


IDIVIDE BY 4 




STft 


DIVS 






LDft 


• 


IZERO RESULT 




STft 


ORES 






J3R 


DIVIDE 


IDIVIDE it: 




STft 


NOY 


ISftVE REMAINDER 




LDft 


DRE3 


lOET RESULT 




3Tfl 


XPOSSC 


ISAVE SCREEN X 




ftND 


• 3 


! IS VERT MOVE OK? 




EOR 


*l 






BES 


0D2 


! yes: 




LDft 


»1 


IPROHIBIT ALL 




STft 


NOY 


I VERTICAL MOVES 


0D2 


LDft 


DRES 


I BET RESULT 




STft 


XPOSSC 


iSflVE SCREEN X 




RTS 




lALL done: 


IxiY COORDS 


TO MEMORY ADDRESS 


XYTOME 


LDft 


*0 


1 ZERO. . . 




STft 


VBPNTL 


1 VBLANK POINTER 




STfl 


RE3H 


lAND RESULT 




LDfl 


STICKC 


laET CURRENT DIR. 




AND 


»1 


ILEFT7 




BNE 


NI 


INO: 




LDA 


STICKN 


IQET NEXT DIR 




CMP 


• 11 


ILEFT? 




BNE 


INCY 


INO! 




DEC 


YPOSSC 


iCftNCEL NEXT INC 


INCV 


INC 


YPOSSC 


IINC VERT POS 


Nl 


LDfl 


YPOSSC 


IQET VERT 




STfl 


MUPL 


ISflVE MULTIPLIER 




LDft 


• 40 


ITIMES 40 



STfl MUCN 

JSR MULT 

INC XPOSSC 

LDA XPOSSC 

CLC 

ADC RESL 

STA VBPNTL 

LDfl RESH 

ADC •SCRAM/236 I ADD SCRN BASE 

STA VBPNTH 

LDY ^0 i ZERO Y 

LDft (VBPNTL), Y IQET BYTE 



IMULTIPLY it: 
IINC HORIZ POS 
IQET IT, 
I ADD RESULT 

ISftVE IN POINTER 



CMP •SB 
BNE DCHD 

LDA wsa 

STA fiUDCl 

LDft »20 

STft ftUDFl 

LDft •B 

TAY 

STft (VBPNTL) 



113 IT DOOR? 

I no: 

I MAKE DOOR SOUND 



Y I ERASE DOOR 



INC NDOOR II MORE DOOR 

CMP »31 1 IS IT DOOR? 

BNE CVDA INO! 

LDA •IB I MAKE DOOR SOUND 

STft AUDCl 

LDA •20 

STft AUDFl 

LDA •B 

TAY 

STft ivbpntl;; Y lEFsasc door 

DEC VBPNTL t (2 BYTES) 

STA (VBPNTL) , V 

INC VBPNTL 

I 1 MORE DOOR 

lis IT ft DOT? 

i YES : 

I MONEY BAB? 

INO' 

I MAKE SOUND 



INC NDOOR 

CMP »17 

BEQ CC 

CMP •2'? 

BNE R 

LDA •166 

STA AUDCl 

LDA »220 

STA AUDFl 

LDX •IBB 

STX SCOUNT 

DEC VBPNTL 
TYA 

STA (VBPNTL) 

INC VBPNTL 



iADD 100 TO SCORE 
I ERASE MONEY BAB 





STfl 


(VBPNTL) 


,Y 




RTS 




Sand exit: 


CC 


TYfl 




I ERASE DOT 




STA 


(VBPNTL 


. Y 




INC 


NDOTS 


1 1 MORE DOT TflKEN 




LDX 


• 1 


IflDD 1 POINT 




STX 


SCOUNT 






LDA 


• ■?3 


IMftKE SOUND 




STfl 


flUDCl 






LDfl 


• 135 






STA 


AUDFl 




R 


RTS 




lAND EXIT" 


IBENERAL 


-PURPOSE DIVIDE ROUTINE 


DIVIDE 


LDY 


•a 


IQET • OF BITS 




SEC 




iSUBTRflCT DIVISOR 




SBC 


DIVS 




DILO 


PHP 




iSAVE PROC. STATUS 




ROL 


DRES 


1 ROTATE RESULT 




flSL 


LDIV 


ISHIFT DIVIDER 




ROL 


A 


IRDTflTE DIVIDER 




PLP 




IBET STflTUS BflCK 




BCC 


ADD 


[BRANCH IF CLEAR 




SBC 


DIVS 


I3UBTRACT DIVISOR 




JMP 


NEXT 


1 CONTINUE 


ADD 


flDC 


DIVS 


IADD DIVISOR 


NEXT 


DEY 




ILflST BIT? 




BNE 


DILO 


iNo: 




BCS 


LAST 


iBRflNCH IF LAST 




ADC 


DIVS 


IADD DIVISOR 




CLC 




I CLEAR CARRY 


LAST 


ROL 


DRES 


1 ROTATE RESULT 




RTS 




IflND EXIT. 


IMULTIPLY SUBROUTINE 




MULT 


LDA 


• 


I ZERO RESULT 




STA 


RESL 






LDX 


•a 


IB BITS 


MLOP 


LSR 


MUPL 


ISHIFT MULTIPLIER 




BCC 


NOADD 


IHI BIT EMPTY 




CLC 




lODD MULTIPLICAND 




ADC 


MUCN 




NOADD 


ROR 


A 


1 ROTATE RESULT 




RQR 


RESL 


lAND LOW RESULT 




DEX 




1 1 MORE BIT 




BNE 


MLOP 


IMORE TO come: 




STfl 


RESH 


ISAVE RESULT HI 




RTS 




lAND EXIT 



ISCOREKEEPINB SUBROUTINE 



LDY •a I6TH SCORE DIBIT 

CPX •I IflNY INCREASE? 

BCS GET I yes: 

RTS INO, RETURN 

LDA SCRflM + 447 Y | BET SCORE 

CMP •27 !>-77 

BCC NOB INO 

LDA #13 IWRflP TO ZERO 

STft aCRftM+447,Y 

DEY INEXT CHARACTER 

BPL BET 

RTS I ALL done: 

CLC I INCREMENT THE 

ADC •! I SCORE 

STA 3CRAM*447 

DEX 

BNE SCORE 

RTS 



iftEXT ADD 
I BO ADD it: 

iflLL done: 



00211 
MPXR 



ens 

L 



SEC 

SBC 

STfl 

LDfl 

STA 

LDfl 

STfl 

JSR 

STfl 

LDfl 

AND 

BNE 

LDA 

STA 

LDA 

SEC 

SBC 

STA 

LDfl 

STfl 

LDfl 

STA 

JSR 

STA 

LDA 

AND 

EOR 

BEQ 

LDA 

STA 

RTS 

LDY 

CPY 

BCC 

JMP 

INY 

TYA 

STfl 

STfl 

JMP 

LDY 

CPY 

BCS 

JMP 

DEY 

TYfl 

STA 

STA 

JMP 

LDY 

LDX 

CPY 

BCS 

JMP 

LDA 

DEY 

STfl 

INY 

LDA 

DEY 

STfl 

INY 

INY 

DEX 

BNE 

LDX 

DEC 

JMP 

LDX 

LDfl 

CMP 

BCC 

JMP 

ADC 

TAY 

LDX 

DEY 

LDA 

INY 

STA 

DEY 

LDfl 

INY 

STA 

DEY 

DEX 

BNE 

LDX 

INC 

JMP 



• 16 
LDIV 

•a 

DIVS 

• B 

DRES 
DIVIDE 

xn 

DRES 

• 1 
ODIM 

• 1 
XM 
YM 

• 48 
LDIV 

• 4 
DIVS 

• B 

DRES 
DIVIDE 
YM 
DRES 

• 3 

• 1 
0D2M 

• 1 
YM 

XPOSPl, 

• 17"? 
CMR 
END 



XPOSPl 

HPOSPl 

END 

XPOSPl 

• 63 

CML 

END 



XPOSPl 
HPOSPl 
END 
YPOSPl 

• *0fl 

• 24 
CMU 
END 
(PQINTI 



ISCREEN OFFSET 

IPUT IN DIVIDER 
IDIV BY B 

I CLEAR RESULT 

IDIVIDE IT! 
ISflVE REMAINDER 
IBET RESULT 
I ODD? 

I yes: 

IDON-T PERMIT 

I HORIZ. MOVE 

IQET VERT 

I SUB SCREEN OFFSET 

ISTORE IN DIVIDER 
IDIV BY 4 

I CLEAR RESULT 

IDIVIDE IT! 
ISAVE REMAINDER 
IBET RESULT 
I VERT MOVE OK? 

I YES! 

I DON'T ALLOW 

iVERT MOVEMENT 

iexit: 
x i can player 
i move right? 
I yes: 
I no: 

I INCREMENT HORIZ 

IPUT IN ACCUM 
X I SET THE POS 
X 

lALL DONE! 
X I CAN PLAYER 

I MOVE LEFT? 

I yes: 

INO' 

IDEC HORIZ 

IPUT IN ACCUM 
X I CHANGE POS 
X 

IflLL DONE 
X I GET VERT 

I 10 BYTES TO MOVE 

IflT TOP? 

IND, CAN MOVE 

ICflN'T BO UP! 

, Y I MOVE UP : 



CO 
CO 

c: 
m 

ro 
to 



L) 



(POINTL) ,Y 

(TflBPTD.Y IMOVE COLORS 

(TABPTL) ,Y 



> 

z: 
> 

o 
o 

o 
o 

TJ 

<= 



o 



CMU 
TEMPX 
YPOSPl, X 
END 
TEMPX 
YPOSPl, X 

• 37 
CMD 
END 

• 9 

I 

• >0A I 

(POINTL) , 
(POINTL) , 
(TABPTL) , 
(TABPTL) . 



RESTORE X 
I DEC VERT POS 
ALL DONE 
GET PLAYER • 
I CAN HE. . . 
BO DOWN? 

yes: 

NO- 
GET OFFSET 

TO PLAYER END 
10 BYTES 

Y iMOVE him: 

Y 

Y IMOVE COLOR 



TEMPX I RESTORE X 
YPOSPl, X IINC VERT POS 
END I ALL DONE 



I VBLANK 

I 

END 



I PLAYER MOVEMENT 

PMOVE STA YM 
TYfl 



ISAVE ACCUM 
IMOVE VERT TO A 



LDfl POINTL 
CLC 

flDC »*ae 

STfl POINTL 

LDfl POINTH 

ADC »0 

STA POINTH 

INC TftBPTH 

LDX TEMPX 
INX 



IADD 128 TO 
IP/M POINTER 
|T0 INDICftTE 
I NEXT PLflYER 



IBET PLAYER » 
I INCREMENT IT 



I 

m 

CO 



PAGE 70 



ANALOG COMPUTING 



ISSUE 22 



CPX »3 
BC3 ENDDVB 
JMP MftIN 
LDX SCOUNT 
LDA »e 
3TA 3CDUNT 
JSR SCORE 
LD« STRIQ0 
BNE PQU 
JSR DOOR 
JMP »E462 



PCIW 

I 

I INITIALIZATION SEQUENCE 



?AUL DONE? 

3 yes; 

)n0, loop back! 

iqet score add 

(ZERO IT 

(ADD TO SCORE 

I BUTTON PRESSED? 

I NO! 

I PLACE A DOOR 

IV8LANK DONE! 



I SET UP. . . 

1 INITIAL SPEEDS 



I CLEAR SCORE LINE 



LOA t)3 

STft LEVEL 

STA ELEVEL 

STA DELAY 

STA EDELAY 

LDY »1'7 

LDA »0 

STA SCRAM+440,Y 

DEY 

BNE CQ 

LDA »»37 I RESET # MEI 

STA 3CRAM+44Z 

LDY ma I ZERO SCORE 

LDA ttia 

STA 3CRAM*447,Y 

INY 

CPY #4 

BNE L2 

RTS 



I ALL DONE! 



I CHAN8E LEVELS 

( 

NEXTL LDA ELEVEL 
CMP LEVEL 
BED NDS 
DEC LEVEL 
BNE NOC 
LOA »l 
STA LEVEL 

NDS DEC ELEVEL 
BNE NOC 
LDA *1 
STA ELEVEL 

NOC JSR CLRVB 
JSR SQUND2 
JSR SETSC 
JSR SETPM 
JSR 3ETEM 
JSR SETPL 
JSR SETVB 
JSR PRIZE 
JMP COLOR 

I 

I CLEAR VBLANK VECTORS 



I BET ENEMY SPEED 
ISAME AS PLAYER? 
I YES! 

I SPEED UP PLAYER 
I BUT DON'T ALLOW 
I LEVEL < I 

1 SPEED UP ENEMY 
I BUT DON'T ALLOW 
I ELEVEL < 1 

I CLEAR VBLANK 
I MAKE A SOUND 
ISET UP SCREEN 
ISET UP P/M 
ISET ENEMIES 
iSET UP PLAYER 
!SET VBLANK 
)SET UP MONEYBAB 
(DISPLAY COLORS 



t 



LDA »& 

LDX ••E4 

LDY »»3F 

JSR *E4SC 

LDA #7 

LDX ••E4 

LDY t»62 

JMP »E43C 



I IMMEDIATE OFF 



(DEFERRED OFF 



(AND EXIT 



(MONEY BAQ HANDLER 

I 

PRIZE LDA #M0NEY/23i ISET UP... 

STA »0227 (TIMER t VECTOR... 

LDA »M0NEV8.233 (TO POINT TO... 

STA »e224 (BAB PRINTER 
SETTl LDA ml (SET UP TIMER! 

LDY »0 

LDX »4 

JMP »E43C ALL DONE! 
I 

(MONEY BAB DISPLAY ROUTINE 
I 
MONEY LDA »2S (PUT BAQ CHAR 1 

STA SCRAM*217 (ON SCREEN 

LDA (tZ-? (PUT BAS CHAR 2 

STA 3CRAM+22B (ON SCREEN 

LDA •MBQNE/234 IREPOINT TIMER 

STA ♦B227 (TO BAB ERASE 

LDA »MQaNE8i2S3 (ROUTINE 

3TA *0226 

JMP SETTl (QQ SET IT 
MBONE LDA »e (ERASE BAB 

BTA 3CRAM+219 

STA SCRAM-^ZZe 

RTS (AND EXIT 

DEATH JSR CLRVB (TURN OFF VBLANK 

JSR 30UND1 IDO DEATH SOUND 

LDX SCRAM+442 II LESS LIFE 

DEX 

CPX #»32 I MORE LIVES? 

BCS STILL lYES! 

JMP OOVER (SAME OVER! 
STILL STX 3CRAMt442 (ZERO LIVES 



JSR SETPM 

J3R SETPL 

JSR SETEM 

JSR SETVB 

STA HITCLR 

JMP COLOR 

( 

IBAME OVER ROUTINE 

( 

LDX »e 



QOVER 
PRl 



LDA SAME, X ( 'B 

STA 8CRAfH-442,X 

INX 

CPX »A 

BNE PRJ 

LDX »a 

LDP QVER.X ('OVER 

STft SCRhH»434, X 

INX 

CPX »4 

BNE PR2 

JMP PROB 



ISET UP P/M 
(AND PLAYER 
(AND ENEMIES 
(AND VBLANK 
(CLEAR COLLISIONS 
I AND RESTART! 



(SHOW MESSABE: 



SAME' 



(AND RESTART! 



(OPEN DOOR 
I 



DEC NDOOR 

BNE RED 

INC NDOOR 
RTS 

LDA NQY 

BEQ VD 

LDA XPOSSC 

AND VS 

BNE ENDD 

LDA ••ca 

STA AUDF2 
LDA »*A3 



( 1 LESS DOOR 

(DOORS LEFT 

(NO DOORS! 

(EXIT 

(VERTIVAL DOOR? 

(YES! 

I OK FOR HOR. DOOR? 

I NO! 

I MAKE DOOR SOUND 



STA 
LDY 
LDA 
STA 
RTS 
LDA 
AND 
BNE 
LDA 
STA 
LDA 
STA 
DEC 
LDY 
LDA 
STA 
DEY 
STA 
RTS 
INC 
RTS 



AUDC2 

*0 I DRAW DOOR 

*30 

(VBPNTL) ,Y 

(AND EXIT 
IVERT DOOR OK? 



YPD38C 

»1 

ENDD 

**C0 

AUDF2 

• •A3 
AUDC2 
VBPNTL 
»1 

• 31 
(VBPNTL) ,Y 

(VBPNTL) , Y 

(AND EXIT 
NDOOR (NO DOOR DISPLAYED, 

(RESET * RETURN 



(NO! 

I MAKE DOOR SOUND 



(BACK 1 CHAR 
IDRAW DOOR 



(SOUND 

I 

aOUNDl 



SUBROUTINES 

LDA •168 

STA AUDC2 

LDA •100 

STA TF3 

LDX ••FF 

LDY •20 

an LDA TF3 

STA AUDF2 
DEX 

BNE SLl 
DEY 

BNE SLl 

INC TF3 

INC TF3 

LDY ^20 

LDA TF3 

CMP »»ae 

BNE SLl 

LDA *lZb 

STA AUDC2 

LDA ^30 

STA AUDF2 

LDX •233 

LDY ^233 

SL2 DEX 

BNE SL2 

DEY 

BNE SL2 

LDA »0 

STA AUDF2 

STA AUDC2 

S0UND2 LDA •118 
STA AUDCl 
LDA ••40 
STA TF4 
LDX »»FF 
LDY •20 

SL3 LDA TF4 

STA AUDFl 

DEX 

BNE SL3 

DEY 

BNE SL3 

DEC TF4 

DEC TF4 

LDY •20 

LDA TF4 

BNE SLS 

LDA mo 

STA AUDFl 
STA AUDCl 
RTS 

I 

I CHARACTER SET DATA 

I 

CHDAT 



I INIT SOUND 

UNIT FREO 

(LOW DELAY COUNT 
(HI DELAY COUNT 
ISET FREO 
(STORE IT 
(DELAY 1 

(LOOP IF NOT READY 
I DELAY 2 
ILOQP AOAIN 
I INC FREQUENCY 

(RESET HI DELAY 

(BET FREO 

(LAST FREQ? 

(NO! 

(END OF SOUND 



(LO DELAY COUNT 
(HI DELAY COUNT 
I DELAY LOOP 



(SOUND OFF 

I BYE! 

( INITIAL SOUND 

(INITIAL FREQ 

(LO DELAY COUNT 

(BET FREQ 
(STORE IT 
(DELAY 1 

■DELAY 2 

I NEXT FREQ 

(RE3ET DELAY 

(LAST FREQ? 

(NO! 

(TURN OFF SOUND 

(AND EXIT 



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.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
. BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
. BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
. BYTE 
.BYTE 
. BYTE 
.BYTE 
.BYTE 
. BYTE 
.BYTE 
. BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
. BYTE 
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.BYTE 
.BYTE 
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0,0, 0,0, 0,0, 0,0, 83, as 

as, 170,83,83.83,83, 149, 149, 149, 170 
83,83,83,83,83,83,83, 170, 149, 149 
149,149, 149, 149,1*9, 149, 14 9, 149, 149, 149 
21, il, 21, 21, 21, 21, 21,21; 149! 149 
149,170, 149; 149,149,149,86,84,86, 170 
86,86,84,86,83,83,83,170,84,84 
86, 86,86,86,36, 170,83,83,83, 83 
84,84,84,34,84,84,84,84, 86,84 
86, 86,84,86,86,86,83,83,83,83 
83,83,83,83, 149, 149, 149, 149,83,83 
83 , 83 , 86 , 36 , 86 , 86 , 83 , 83 , 83 , 83 
33,83,83, 149, 149, I 49, 149, 149,83,33 
S3, 86, 86, 86, &6,8i, 0,0, 0,1 28 



18,126, 12,0,0,126,96, 124,4, 102 
1,0,0,40,94, 124, 102, 102,40,0 
B, 1 24, 6, 12, 24, 48, 48, 0,0, i0 
102,60, 102,102,60,0,0,60, 102,62 
4,li,3i,a,S4, 10,42, 14*, 1A2, li0 
42 10,134,140,40, 10, 42: 10, *0, 140 
192,192, 192, 192, 192, 192, 192, 192.0,0 
0,243,0,0,0,0,0:40, 102, 110 
11 0,94, 42, 0,0, 2*, 40, 102, 102, 124 
102,0,0,154, 102, 124; 102: 102, 124,0 
0.40,104,94,94,102,40,0 0,160 
108, 102, 102, 106,120,0,0: 126,96,124 
96, *4, 124, 0,0, 126, 94, 124, 96, 94 
94,0,0,42,94,94,110, 102,42,0 
0,102, 102:124, 102, 162, 162, A, 0. 124 
24 24,24, i4, 124, 0,0, 4, 4, 4 
6,l02,40,0,lll,10i, I0&, I20, 120, 108 
102,0,0,94,94,94:94,94, 124,0 
0,99 1 19 157, 107,99,99,0,0, 102 
118, 124, 126,110, 102,0,0,40; 102. 102 
102,102,40,4,0, 124, 104, I02 124 94 
94,0,0,40,105, I02, 102, l0B, 44,0 
0,12A, 1 02, 102,124, 108,102,0,0,40 
94,40,6,6,60,0,0,126,24.24 
24,24,24,4,0, 102: 102, 102, 102, 102 
124,0,0, l0t, 102, 102, 102,40,24,0 
0,99,*9, 107,127,119 99,6,0 I0i 
102,40,40,102, lA2,B0,l0i, 102,40 
24,24,54,0,0,124,12,24.43,94 
124,0,0,i0;24,24,24,24 30 
0,44,*4,48,24,12,4,0,0: 126 
24,24,24,24,li0,4,ft,S,i8,34 
99,0,0,0,0,0,0,4,4,4 

234,4,4 



(SCREEN 
I 

3CDAT 



ISSUE 22 



ANALOG COMPUTING 



PAGE 71 



.BYTE 
.BYTE 
. BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
. BYTE 
.BYTE 
.BYTE 
.BYTE 
. BYTE 
. BYTE 
.BYTE 
.BYTE 
.BYTE 
. BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
.BYTE 
. BYTE 
.BYTE 
.BYTE 



B,B,B,5,3, 1,1,1,3,1 
1,1,3,1,1,1,3,1,1,1 
3,1,1,1,3,1,1,1,3,1 

1,1,3,1,1,8, ib.B, e.e 

1^,4, l7 lt,0 17,8 17, a 

17. B, 17, a, 17, a, 17, a, 17,0 

17 B 17 B 17 11, ift, 6,8,0 

l5'.I,i,6,l7'l,4,&,l7,l 
6.B, 17,1,6,0, 17, 1,6,0 
1^, i.6lB!l7, 11, 10,0,0,0 

0,6,4,4,4,0, 17 0.17,0 

1^.0. 17,0, 17,0, 17,0, 17,0 
170,170,17:0, 17,0, 17,0 
17, B, 17,0, 17, 11, 10, 0,0,0 
0,4, &, 3*4 0, l7 1.6,0 
l*,l,i,4,l7' l,i,4,l7.1 
4,4, l7 16.4, 17, 1,6,4 

l^.Ii*!"!'*. Ill'" «'!'.'' 
B. 4, 4, 5, 4, 0,0, 4, 0,0 
0,0 B.B.»,0,0,B,B.B 
0;b' 1^.4. l7,0, 1^,4, 17 

i^.4.i>,4,i->,ii, 10,0,4,0 

B,4,4,S:4 0, 17, 1.6,0 

it,l,A,4,l7'i,A,4,l7.i 

6^4, l7 1,6,4, l7, 1,6,4 
it, 1,6 Bl>, ll, Ib 0,0 
B,4,4,S,4,B, 17,0. l7,0 
1>,4, l7 17,0 17,0, 17,0 
17.0, 17,0, 17,0, 17,0. 17,0 
17.0,17,B,17,ll,10,4,B,0 



.BYTE 0,0,0,3,4,0, 17 
.BYTE 17, 1,6,4, l7, 1, 
.BYTE 6.4, 17, 1,4,4, 1 
.BYTE 17, 1,6.B,17, ll 
.BYTE 0,4,4,4,4,0, 17 
.BYTE 17,4,17,0,17,0 
.BYTE 17, 0, 17,0, 17,0 
.BYTE 17,0,17,0,17,1 
.BYTE 0,4,4,3,2,1,1, 
.BYTE 1,1,2,1,1,1,2, 
.BYTE 2,1,1,1,2,1,1, 
.BYTE 1, 1,2, 1,1,9, l4 
.BYTE 0,0,87,4,4,4,0 
.BYTE 18,18,26,0,0,0 
.BYTE 0,4,0;0,4,4,4, 

.BYTE 0,B,0;0;0;0; 

.BYTE 0,0,0,0,0,0,0, 

.BYTE 0,0, 0,0,0,0,0, 

.BYTE 0,0,0:0,0,0,0, 

.BYTE 0,0,0 
I 

I RUN ADDRESS 
I 

»- (BZEB 

.HORD INIT 

.END 



i!4 

:?^ 

ill 
1.2 
1. 1 

-<' 

. 18 



6 
>.4 

,e.0 



,17,0 



4i: 



0.0. 
0.0. 



(Reader Comment 

continued from page 6) 



yours, I never would have bought 
an Atari. Furthermore, present 
Atari owners might be discouraged 
to the point of seUing their ma- 
chines. This serves only to weaken 
not only your reader base, but the 
Atari community in general. 

In closing, I am disappointed in 
what I considered to be the best 
Atari-specific magazine now avail- 
able. I hope you will re-think your 
position and institute an editorial 
policy that better serves the inter- 
ests of your readership. 

Yours truly, 

C.A. Castravelli 

Montreal, Quebec, Canada 

We are an Atari-exclusive maga- 
zine because we consider the equip- 
ment the finest available in its price 
range. However, rather than promo- 
tion, we feel that our job is to in- 
form our readers on both positive 
and negative aspects of Atari and its 
associated products. 

-Ed. 



Keypad nightmares. 

Hear! Hear! ANALOG readers, 
the nightmare is over. We have 
just found a solution to allow you 
to use the SYSTEM RESET but- 
ton while using the Atari numeri- 
cal keypad. 

The format: ■ ■- 



POKE 580,0:A=USR(1536) 

Add this line to your BASIC pro- 
gram or use it in immediate mode. 
Also, as a note of reference, the 
keypad handler is stored in page six 
of memory. 

JTM Software 



I am writing to you for some help 
or advice. Your magazine, to which 
I subscribe, seems most likely to be 
able to answer my cri de coeur. 

The problem is as follows: I own 
an Atari 800 with interface and an 
Epson MX80FT III and would very 
much like to access the bit-image 
capability. This, according to the 
Epson manual, involves passing hex 
numbers to the printer — something 
I have been unable to do. Do you 
know where I can get a subroutine 
that will solve the difficulty and al- 
low me to dump the screen to the 
printer? 

Yours sincerely, 

Andrew W. Kerr 

Lincoln, U.K. 

You can expect a review of screen 
dumping programs in an upcoming is- 
sue of ANALOG, but, for now, try 
the subroutine that follows. It is de- 
signed to print a GRAPHICS 8 or 
24 screen to an Epson printer and is 
put into operation with this simple 
GOSUB statement. Feel free to re- 
number the subroutine, as there are 
no line number references within it. 

-TH 



leOO REM GRAPHICS 8 DUMPER 

1920 5C=PEEKC88J+PEEKC89>« 

256:LS=159:REM L5=191 FOR 

GRAPHICS 24 

1040 LH=INTCL5/256J :LL=L5- 

LH«256 

lOSO OPEN ttl,8,0,"P:":PRIN 

T ttl;"%l":F0R XC=0 TO 39 

1070 PRINT ttl;"%K";CHR$CLL 

);CHRSCLH); 

1090 FOR YC=L5 TO STEP - 

l:PRINT ttl;CHRSlPEEKI5C+YC 

«40+XC)); 

1100 NEKT YC:? ttl:NEXT XC: 

CLOSE ttl: RETURN 



WE'RE PLAYING 
YOUR SONG 




With Music Player your programs can play all ol those songs 
you've created with Atari's Music Composer^" cartridge. 
Music Player is the easy-to-use solution for adding enter- 
taining music to any program. 

Music Player operates independently of your program, and 
you can use it with BASIC. Assembly, and most other 
languages. It requires only 16K of memory and a dish drive. 

Music Player comes complete with a demonstration program 
in BASIC and several songs. If you have been waiting lor 
an easy way to add songs to your programs, your wait is 
over. Music Player is here. 

Send S29.95 plus $1.00 for postage to: 

NEW HORIZONS Software 

P.O. Box 180253 
Austin, Texas 787180253 

ie write to us for a description oi all of our products for Atari Computers 



New Horizons 

Expanding Your Life 

Dealer inquiries invited. Alan and Atari Music Composer are 
trademarks of Atari, Inc. 



CIRCLE #141 ON READER SERVICE CARD 



PAGE 72 



ANALOG COMPUTING 



ISSUE 22 



Sound 

FX 



16K Cassette or Disk 



by John Carmody 



Creating sound effects with the Atari computers 
is fun! Creating just the right effect can, however, be 
frustrating. Most of the sound manipulation utilities 
are powerful but complicated. What most of us need 
is a program that is powerful but simple, one that is 
most useful for BASIC programming, or just explor- 
ing the amazing sound potential of our omnipotent 
computers. 

Sound FX is that program. The screen displays: 

VOICE/PLAY 

ATTACK 

SUSTAIN 

DECAY 

FREQUENCY 

DISTORTION 

VOLUME 

for all four voices. A joystick, plugged into port 1, 
moves the cursor. Pressing the button on most lines 
increases the appropriate value. Pressing the button 
on the VOICE/PLAY line plays the sound. Pressing 
START at any time plays all four voices with the time 
values of the current voice. When any value reaches 
its maximum, it is reset to zero. When playing a sin- 
gle voice, the BASIC SOUND command appropri- 
ate to the SUSTAIN portion of the note is displayed 
at the bottom of the screen. D 



Line Function 

Skip to initialization 

6000 Begin single voice play 



6006 


Skip if ATTACKED 


6009 


Skip if SUSTAIN = 


6019 


Skip if DECAY=0 


6030 


Turn off voice 


6050 


Return to joystick entry 


7000 


If OPTION then end 


7001 


Begin multiple voice play 


7002 


Skip if Al IACK=0 


7009 


Skip if SUSTAIN = 


7019 


Skip if DECAY=0 


7030 


Return to joystick entry 


8000 


Initialize 


8015 


Read initial sound values 


8020 


Read screen display 


8050 


Set up screen and colors 


8100 


Read X,Y positions for display 


8900 


Print bottom of screen 


9000 


Print sound matrix on screen 


9010 


Print initial sound values 


9020 


Position cursor for start 


10000 


Main entry loop 


10001 


Check for console key pressed 


10007 


If no entry, loop 


10008 


Get rid of cursor at current location 


10010 


Convert stick to X,Y 


10060 


Decide where to move cursor 


10150 


Put cursor at new location 


10200 


Loop back 


15000 


Button pressed if on VOICE/PLAY 




then play 


15010 


Increment/reset value 



ISSUE 22 



ANALOG COMPUTING 



PAGE 73 



15020 Jump back to cursor printing routine 
19000 Date for hi-lo of values 
20000 Date for initial values 



e GOTO 8008 

18 REH 

20 REM 

38 REH 

48 REM 

58 REM 



SOUND DEMO 

by 

John CarModi^ 



6808 5ETC0L0R 2, CU0ICE=8J»14* fU0ICE=13 
»3+ CU0ICE=23#18+ CV0ICE=3 J *8 , CVOICE^OJ » 
14:P0SITI0H 2,22:? "During SUSTftlH:"; 
6081 P05ITIOII 2,23:? "BftSIC C0l«1ANDi4% 
* 50UHD ";VOICE; :for 1=3 TO 5:? ",";SN 
DCU0ICE,I3; :MEKT I:? ■' "; 

6086 POSITIOW XYfU0ICE,8J+12,KYCV0ICE, 
13+Yfl:? "%<";:IF 5NDCU0ICE,0)=e THEM 6 
889 

6087 FOR 1=8 TO DO STEP DD/5HD {VOICE,© 
) 

6808 SOUND UOICE,SHD tV0ICE,3J ,SHD CUOIC 
E,4J,5MDtyOICE,5J»CI/DDJ :KEKT I 
6009 IF SMDCU0ICE,1J=0 THEH 6019 

6818 FOR 1=0 TO 10 STEP 10/S«DCV0ICE,1 
) 

6015 SOUND VOICE, SNDCUOICE, 31, SNDCVOIC 
E,4J,SND<V01CE,5J :NEKT I 

6819 IF SHDtV0ICE,2}=0 THEN 6030 

6020 FOR 1=0 TO 10 STEP 10/5NDtV0ICE,2 

) 

6025 SOUND VOICE, SND fVOICE, 3> ,5ND(V0IC 

E,4J,SND(V0ICE,5J»CC18-I3/10J :NEXT I 

6038 IF STRIGC83 08 THEN SOUND VOICE, 8 

8 8 
6858 GOTO 10000 

7000 IF PEEKt532793=3 THEN ? "* ";:POS 
ITION 2,22:P0KE 752,8:? "EB+";:POKE 16 
,192:P0KE 53774, 192:END 
7081 POSITION 2,23:? " 

II ■ 

7882 SETCOLOR 2,7,14:IF SND {VOICE, 03 =0 

THEN 7009 
7083 FOR 1=8 TO DD STEP 3#00/SND (VOICE 
,03 :FOR VO=fl TO 3 

7885 SOUND VO.SND (V0,33 ,SND (V0,43 ,SND ( 
VO,53»(I/DD3 :NEKT V0:NEKT I 
7009 IF SND (VOICE, 13 =8 THEN 7019 

7018 FOR 1=8 TO DD STEP 3*DD/SND (VOICE 
,13 :FOR V0=0 TO 3 

7015 SOUND V0,SND(V0,33,SND(V0,43,SND( 
VO,53 :NEXT VO:HEKT I 

7019 IF SND (VOICE, 23=0 THEN 7829 

7828 FOR 1=0 TO DD STEP 3*DD/SND (VOICE 
,23 IFOR VO=G TO 3 

7825 SOUND V0,SND(V0,33 ,SND {V0,43 ,SND ( 
UO,53#((DD-I3/DD3 :NEXT VO:NEHT I 

7029 POKE 53279, 8:IF PEEK (532793 =7 THE 
N FOR 1=0 TO 3:S0UND I,0,8,e:HEHT I 

7030 GOTO 10000 

8088 DIM ftS{9e3,XY{3,13,ICSS$(2553,LSF 

T5 (383 : LSFT5 (13 ="*" : LSFTS (383 -"*r" \ LSFT 

$(23=LSFT$:DD=180 

8815 RESTORE 28888: DIM SND (3, 53: FOR 1= 

8 TO 3:F0R J=8 TO 5:READ X:SND(I, J3=X : 

NEXT J: NEXT I 

8929 RESTORE 8838: FOR 1=0 TO 6: READ A5 

: rCSSS (LEN (l«SSS3 +13 =ftS : MESSS (LEN (MESS 

S3+13=LSFTS(1,LEN(AS3-13 :HEXT I 

8830 DATA VOICE/PLAY :4, ATTACK :4,SU 

STAIN :+, DECAY : 4, FREQUENCY :*,D 

ISTORTION: 4, VOLUME :4 

8858 GRAPHICS 8:SETC0L0R 1,12,8 : SETCOL 

OR 2,12,8:SETC0L0R 4,3,2:P0KE 752,1:P0 

KE 82,1 

8855 POKE 16,64: POKE 53774.64 

8188 RESTORE 8118: FOR 1=8 TO 3: READ X, 

Y:XY{I,83=X:XY(I,13=V:NEXT I 

8118 DATA 1,8,23,8,1,8,23,8 

8988 POSITION 2,15:? "Ms^t MtVMiWSI t 
o position cupsortt.":? "Press button 
to change value." 

8981 ? "To hear soun d, press b utton wh 
en":? "cu rsor is on L'A«=aiW^« line.": 
? "Press oEQB for conbined sounds," 



8982 ? "us ing ti we values of current v 

oice.":? " mJ*iii:i ends the progran." 

9888 FOR 1=8 TO 3:P0SITI0N XY(I,83,XV{ 

1,13:? HESS5: POSITION XY(I,83 +11,XY (I, 

13 :? I; 

9818 FOR J=8 TO 5:P0SITI0N XY(I, 83+11, 

XY(I,13+J+l:? SND(I,J3; :NEXT J:NEXT I: 

? "i<"; 

9828 V0ICE=3:YA=6 

18888 TRAP 18888 :K=STICK (83 :Y=STRIGCe3 

:IF YOl THEN 15880 

18881 POKE 53279, 8:IF PEEK (532793 <>7 T 

HEN 7888 

18803 SETCOLOR 2,12,8 

18087 IF X=15 THEN 10088 

18888 POSITION KY (VOICE, 83 +11, XY (VOICE 

,13+YA:? " **++"; :IF YA>8 tUEN ? SN 

D (VOICE, YA-13; 

10009 IF YA=0 THEN ? VOICE; 

18818 POKE 77,0:YP0INT=8:XP0INT=e:IF X 

=14 THEN YP0INT=-1 

18828 IF X=13 THEN YP0INT=+1 

18038 IF X=ll THEN XP0INT=-1 

10848 IF X=7 THEN KP0INT=+1 

18858 YA=YA+YPOINT:XA=XPOINT 

10868 IF V0ICE=8 AND YA>6 THEN YA=8:V0 

ICE=2 

18878 IF V0ICE=1 AND YA>6 THEN YA=0:VQ 

ICE=3 

18888 IF V0ICE=3 AND YA<0 THEN YA=6:V0 

ICE=1 

18898 IF V0ICE=2 AND YA<8 THEN YA=6:V0 

ICE=0 

18188 IF V0ICE=e AND XA>8 THEN V0ICE=1 

18118 IF V0ICE=1 AND XA<0 THEN V0ICE=8 

18128 IF V0ICE=3 AND XA<8 THEN V0ICE=2 

18138 IF V0ICE=2 AND HA>8 THEN V0ICE=3 

10140 YA=YA»((YA>=03 AND (YA<=633 

10150 POSITION KY(VOICE, 83+11, XY(VOICE 

,13+YA:? " +*++"; :IF YA>8 THEN ? SN 

D(VOICE, YA-13 ;"%<"; 

18158 IF YA=8 THEN ? VOICE; "t<"; 

18288 GOTO 18888 

15888 IF YA=8 THEN GOTO 6888 

15818 SND (VOICE, VA-13=SND (VOICE, YA-13 + 

1: RESTORE (YA-13 +19888 

15812 READ XA,I:IF SND (VOICE, YA-13 >XA 

THEN SND(V0ICE,YA-13=I 

15815 IF SND (VOICE, YA-13 <I THEN SND (VO 

ICE,YA-13=XA 

15817 IF YA-1=4 THEN SND (VOICE, YA-13=2 

*INT (SND (VOICE, YA-13 /2+8. 53 

15028 GOTO 10140 

19800 DATA 50,0 

19001 DATA 50,0 

19002 DATA 50,0 

19003 DATA 255,8 

19884 DATA 14,8 

19885 DATA 15,8 

28800 DATA 0,1,5,188,18,6 
28881 DATA 5,25,15,28,8,18 
28002 DATA 15,8,15,55,2,8 
20003 DATA 0,5,30,16,4,6 



CHECKSUM DATA. 

(see page 43) 

8 DATA 427,672,684,75,331,705,314,567, 

988 , 198 , 861 , 854 , 13 , 96 , 834 , 7451 

6828 DATA 17,259.256,914,200,158,49,28 

3,216,859,280,873,864,283,198,5781 

7829 DATA 45,914,666,232,114,459,287,4 

77,486,3,228,652,23,521,226,5253 

9828 DATA 289,131,761,782.951,149,593, 

451,896,893,733,382,816,822,828,9477 

18898 DATA 826,863,862,874,879,995,581 

,944,179,758,655,524,633,187,283,9883 

19808 DATA 869,872.875,159.885.890,962 

,823,1,747,7083 



PAGE 74 



ANALOG COMPUTING 



ISSUE 22 




Boot 
Gamp 



by Tom Hudson 



Welcome to Boot Camp, the beginner's assembly 
language column. With this issue, we will have com- 
pleted our introduction to the world of 6502 assem- 
bly operation codes. Starting next issue, we'll find out 
exactly how to apply these instructions in BASIC sub- 
routines, games, utilities and other programs. 

Fun with subroutines. 

Last issue's homework was for you to write a sub- 
routine that would add the X and Y registers, plac- 
ing the result in the accumulator. If the result of the 
add was greater than 255, you were to put the value 
$FF in the X register. If not, you were to set the X 
register to zero. Figure 1 shows one possible solution. 
Let's step through it and see how it works. 



10 


;5UBR0UriHE "ttOOHy 


" 


12 










14 


';ai>os 


K REGISTER ro Y REGISTER 


16 


^PLACING RESULT IN 


ACCUMULATOR 


IS 


; IF RESULT 


> 255, 


H REG - liFF 


28 


;IF HE5ULT 


<- 255, 


H REG - 580 


22 










24 




«r 


^aeoo 




26 


OODHY 


CLO 




; BINARY MATH 


28 




STH 


TEMP 


JSAME K REG, 


SO 




TYfl 




;PUT Y IN ACC. 


i2 




CLC 




; CLEAR FOR ADD 


54 




ADC 


TEMP 


;AD0 K REGISTER 


36 




8CS 


GIR255 
ttSOO 


; BRANCH IF > 255 


S8 




LDM 


;ZEHO K REGISTER 


40 




RT5 




SAND RETURN! 


42 


GTR255 


LDM 


«Sff 


;SEI K REGISTER 


44 




RTS 




;AND RETURN! 


46 


TEMP 


*-»+! 




48 




.END 






Figure L 



Lines 10 - 22 are the subroutine documenta- 
tion lines. They tell what the subroutine does 
and how to use it. This can help refresh your 
memory if you need to change a program several 
years after you write it. 

Line 26 is the entry point for the subroutine. 
I have labeled this one ADDXY, for "Add X and 
Y registers." It's a good idea to use descriptive 
labels in your programs. I could have called the 
subroutine DOG, but this wouldn't help me 
remember what the subroutine does. This line 
clears the decimal mode, so that we're sure the 
subroutine is operating in binary math mode. 

Line 28 stores the X register at the location 
TEMP, a temporary hold area. 

Line 30 transfers the Y register to the accu- 
mulator with the TYA instruction. This is done 
because the 6502 add instruction (ADC) only 
works with the accumulator. 

Line 32 clears the carry flag for the add oper- 
ation. 

Line 34 adds the accumulator (which now con- 
tains the Y-register value) to the location TEMP 
(which contains the X-register value). After this 
instruction executes, we have completed the first 
part of the homework, adding the X and Y reg- 
isters with the result in the accumulator. 

Line 36 branches to the label GTR255 
(Greater than 255) if the carry flag is set (BCS). 
If the carry is not set, execution continues at 
Line 38. Remember that the carry flag is set if 



ISSUE 22 



ANALOG COMPUTING 



PAGE 75 



the result of an add operation is greater than 
255. Review the issue 17 Boot Camp if you're 
not sure of the carry flag's function. 

Line 38 places a zero in the X register if the 
add result was not greater than 255. The X reg- 
ister in this case is used as an indicator to tell 
the code which called the subroutine that the 
addition result fits in the accumulator. If the 
carry flag had been set, the result was greater 
than 255 and would not have fit in the 8-bit 
accumulator. 

Line 40 is an RTS instruction. This will return 
control to the code which called the subroutine. 

Line 42, labeled GTR255, is the code that will 
be executed if the add result is too large for the 
accumulator. It loads the X register with the value 
$FF. Once again, after the subroutine has been 
executed, the calling routine can test the X 
register. If the X register contains $FF, the call- 
ing routine can take the appropriate action. 

Line 44 is another RTS instruction, and will 
return control to the calling code. 

Line 46 defines a one-byte temporary storage 
location, labeled TEMR 

How would we use this subroutine? Figure 2 shows 
an example of the code necessary to call the sub- 
routine ADDXY. 



LDX ADDl 

LDY fil>D2 

J5R ADDXY 

CPX tt$8e 

BNE BADADD 

5TA RESULT 

JMP OK 

BADAOD JMP NOTOK 



GET ADD ttl 

GET ADD tt2 

ADD X & Y 

ADD OK? 

NO! 

ADD OK! 

JUMP EL5EMHERE 

HANDLE ERROR 



Figure 2. 

As you can see, this code first loads the X and Y 
registers with the desired add values, then JSRs to 
the subroutine. 

The first instruction after the JSR tests the X regis- 
ter to see if it's zero. If not, the add was too large for 
the accumulator, and we branch to the label BAD- 
ADD. If the add was okay, we store the accumulator 
in the location labeled RESULT and jump to another 
part of the program, labeled OK. 

Of course, the use of the X register as an overflow 
flag was not really necessary in this problem. We 
could have simply tested the carry flag after the JSR 
and taken the appropriate action then. Still, I thought 
this would be a good time to introduce you to the 
technique of using subroutine result indicators. 

So there you have it. Just one of the many ways in 
which the homework assignment can be solved. I'm 
sure most of you came up with other ways to accom- 
plish the objective, and — as long as they work — it 
doesn't matter which approach you take. Just remem- 
ber to thoroughly test each subroutine you write, to 
be sure they'll return the proper results. 



Getting pushy. 

Up till now, all our stack usage has been handled 
by the 6502 itself, in the JSR and RTS instructions. 
Now we're going to find out how to use the stack for 
our own purposes. 

The first two stack instructions we're going to in- 
vestigate are the PHA (Push accumulator onto stack) 
and PLA (Pull accumulator from stack). The format 
of the PHA instruction is: 

PHA (NO ADDRESSING) 

The PHA instruction is used to place the accumu- 
lator on the "top" of the stack. It doesn't affect any 
status flags. Let's see what happens when a PHA in- 
struction executes. 



6502 Stack ^■ 



501FF 



SP 



L— g 



Figure 3. 

Figure shows how the stack looks when it's empty. 
The stack pointer (SP) contains %00. As you recall 
from the last two Boot Camp installments, the 6502 
stack resides in the memory from $0100-01FF. 

Let's assume the following two instructions are exe- 
cuted: 

LDA 0546 
PHA 

The first instruction loads the accumulator with the 
value $40. The second instruction "pushes" this value 
onto the stack. The 6502 decrements the stack pointer 
(to $FF), then stores the accumulator's contents at the 
indicated memory location. Figure 4 shows how the 
stack looks after the PHA instruction. 



6502 Stack 



$OiFF 



40 



5P 



FF 



Figure 4. 

If we like, we can push another value onto the stack. 
Let's push the value $6D onto the stack this time. 
Heres the code: 

LDA nS6D 
PHA 

This time, the stack pointer will be decremented 
(to $FE), and the value $6D stored at the indicated 
location. Figure 5 shows how the stack looks now. 

(continued on next page) 



PAGE 76 



ANALOG COMPUTING 



ISSUE 22 



6502 Stack 



$01FF 



40 



6D 






Figure 5. 

See how simple the PHA instruction is? No regis- 
ters except the stack pointer are affected, and the 
numbers are sitting on the stack, ready for you to use 
them. How do we get them back? With the PLA in- 
struction, of course! 

Not like pulling teeth. 

Once you have numbers stored on the stack, they're 
incredibly easy to retrieve. We simply use the PLA 
instruction. Its format is: 

PLA (NO ADDRESSING) 

The PLA instruction takes the first number on the 
stack, places it in the accumulator, sets the SIGN and 
ZERO flags accordingly, and increments the stack 
pointer so that the next value is ready to be pulled 
from the stack. Let's see how this works with the 
numbers we placed on the stack earlier. 



Figure 5 shows the stack as it appears now. We want 
to pull a value off the stack, so we write the follow- 
ing code: 



PLA 



The 6502 loads the accumulator from the indicated 
byte of the stack ($6D) and increments the stack 
pointer. At this point, the accumulator contains $6D, 
and the stack looks like Figure 6. 



6502 Stack 



581FF 



40 



6D 



^P 



FF 



Figure 6. 

Simple, right? We've just retrieved the last number 
placed on the stack. Let's do it again. We use the 
code: 

PLA 

When complete, the accumulator contains $40, and 
the stack looks like Figure 7. 



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CIRCLE #127 ON READER SERVICE CARD 



ISSUE 22 



ANALOG COMPUTING 



PAGE 77 



650Z Stack i- 



SeiFF 



40 



6D 



ool 



Figure 7. 

Now you see how easy stack usage is. All you need 
to do is push and pull the desired values, and the com- 
puter takes care of all necessary overhead. However, 
there are a few things you need to remember when 
using the stack. 

Stack logic. 

The first thing you must remember about the stack 
is that it is a LIFO (Last-In, First-Out) structure. That 
is, the last number you place onto the stack will be 
the first number that you pull off. This sometimes 
takes getting used to, but you'll get the hang of it if 
you diagram your stack logic on paper first. 

Second, the stack can only hold up to 256 numbers, 
and some space on the stack is used by the system. 
A good rule of thumb is to use the stack only when 
you need to, like in BASIC USR calls or when you're 
running out of memory (a PHA only takes one byte; 
an STA can take up to three bytes). 

Using the stack. 

What can you use the stack for? Most people use 
it to store numbers temporarily or as a small table that 
automatically maintains pointers. 

Here's an example of using the stack to save the ac- 
cumulator's contents when a subroutine is executed. 
Remember that when a subroutine is executed, if it 
uses any registers, the values that were in those reg- 
isters are lost. 

Figure 8 shows how to save the accumulator so that 
you can be sure it is unchanged after a subroutine 
executes. 



18 



PHA 

JSR SUBRTN 

PLft 



;5AgC ACCUMULATOR 
; PERFORM SUBROUTINE 
; RESTORE ACCUMULATOR 



Figure 8. 



Line 10 pushes the accumulator's contents on- 
to the stack. Now, no matter what the subroutine 
does with the accumulator, we can always restore 
the accumulator to its original value. 

Line 20 calls the subroutine SUBRTN with 
the JSR instruction. We assume that the sub- 
routine manipulates the accumulator, changing 
it to some unknown value. 

Line 30 pulls the old accumulator value off 
the stack, making sure that we have the accum- 
ulator restored to the desired value. 

Unfortunately, the designers of the 6502 did not 
allow for the PUSHing of the X and Y registers, so 



we have to write a little extra code. 
To push the X register, we use the code: 



TKA 
PHA 



;MOME K TO ACCUM. 
JAMD PUSH XT' 



This transfers the X register to the accumulator, then 
pushes the value onto the stack. 

Similarly, the Y value register can be pushed with 
the sequence: 



TVA 
PHA 



JMOVE V TO ACCUM. 
;ahi> push IT" 



To pull the X or Y registers from the stack, use one 
of the following code sequences: 



PL A 
TAX 



PL A 
rAV 



;PULL rHE VALUE, 
;AND PUT IN K! 



JPULL THE VALUE, 
;AHD PUT IN Vf 



These routines are simple enough, but you should 
remember that the accumulator will be lost in all of 
these operations unless you save it somewhere first. 

Saving your status. 

Sometimes you'll want to save the processor status 
register before a subroutine or comparison operation 
so that you can test certain flags later. This can be 
done by using the PHP (Push processor status register 
onto stack) and PLP (Pull processor status register from 
stack) instructions. Their formats are: 

PHP (NO ADDRESSING) 

PLP (NO ADDRESSING) 

The PHP and PLP instructions work just like the 
PHA and PLA instructions, except that they push 
and pull the status flags instead of the accumulator. 

The PHP instruction does not affect any flags, but 
the PLP instruction changes all the flags, since it is 
actually loading the flags from the stack. 

We'll explore the use of the PHP in more detail 
later, when the need arises. 

Which way to the stack? 

Someday, you may need to know where the stack 
pointer is currently pointing, or you may need to 
change the stack pointer to point to a particular loca- 
tion. This is usually a rare occurrence, but I needed 
to do this in my debug utility, HBUG, in issue 18. 

The 6502 has two instructions that will allow us 
to examine and change the stack pointer. These are 
TSX (Transfer stack pointer to X) and TXS (Transfer 
X to stack pointer). The formats of these instructions 
are: 

TSX (NO ADDRESSING) 

TXS (NO ADDRESSING) 

The TSX instruction simply loads the X register with 



PAGE 78 



ANALOG COMPUTING 



ISSUE 22 



whatever happens to be in the stack pointer at the 
time. The sign and zero flags reflect the result of the 
load. 

Figure 9 shows an example of the use of the TSX 
instruction. 



Id 




«= $06ee 




12 




LDft ttSFO 


;PUr « IH ACCUM 


14 




T5H 


jfiET STACK PTR 


16 




STH STftCKl 


JSAUE STACK ttl 


1« 




PHA 


;PUSH ACCUM. 


?fl 




T5K 


;iGET SrACK PTR 


?? 




SIX STACK2 


JSAUE STACK «2 


74 




PLA 


;PULL ACCUM. 


?ft 




T5M 


JGET STACK PTR 


?« 




SrK STACKS 


pSAUE STACK «3 


,^a 




BRK 


;ALL DOME! 


112 


STOCKl 


«-»+l 




34 


STACK2 


*=«+! 




?56 


5TrtCK3 


»=»+! 




38 




.END 





Figure 9. 

Let's walk through this code and see what happens. 

Line 12 loads the accumulator with $F0. 

Line 14 transfers the current contents of the 
stack pointer to the X register. 

Line 16 stores the X register (which now con- 
tains the stack pointer value) in the location 
STACKl. This records the original stack loca- 
tion, so we can observe it later. 

Line 18 pushes the accumulator onto the 
stack. As we now know, the stack pointer will 
be decremented by 1 after this operation. 

Line 20 transfers the stack pointer to the X 
register again. 

Line 22 stores the X register (containing the 
stack pointer value) in the location STACK2. 
This will record the stack's position after the 
PHA instruction. 

Line 24 pulls the accumulator from the stack. 

Line 26 transfers the stack pointer to the X 
register a final time. 

Line 28 stores the stack pointer contained in 
the X register at the location STACK3. 

Line 30 stops the program's execution. 

Type this program into your computer and assem- 
ble it. Note the locations of STACKl, STACK2 and 
STACK3 during the assembly. When the program is 
assembled, execute it. 

After execution, examine the memory locations at 
STACKl, STACK2 and STACK3. STACKl contains 
the stack's location at the beginning of the program. 
STACK2 contains the stack's location after the PHA 
instruction. Since the PHA decrements the stack 
pointer, STACK2 should be one less than STACKl . 

STACK3 contains the stack pointer's contents after 
the PLA instruction. A PLA instruction increments 
the stack pointer, so STACK3 will be one more than 
STACK2. 

The TXS instruction does the opposite of TSX. 
That is, you can move the contents of the X register 



to the stack pointer. To do this, you simply load the 
X register with the desired value and execute a TXS 
instruction, like so: 



LDK tt540 
TKS 



JSTACK AT 50148, 
; POINT THERE! 



I Strongly suggest that you leave this instruction alone 
for the time being. Incorrect setting of the stack 
pointer can cause a system lockup, so hold on until 
we get a chance to use it safely in a Boot Camp 
program. 

All for now. 

Well, we've covered all the major 6502 instructions, 
and we're ready to learn some system -specific material. 
Starting next issue, we'll go full speed ahead into the 
world of the Atari's innards. D 



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CIRCLE #128 ON READER SERVICE CARD 



ISSUE 22 



ANALOG COMPUTING 



PAGE 79 




by Tom Hudson and ANALOG readers 



Okay, Solid States fans, hang onto your hats! This 
issue, we've got program modifications and 3-D ob- 
jects galore from yours truly and ANALOG readers 
around the world. Let's get started, shall we? 
Far out! 

Our first object was sent in by Vinette DePhillipe, 
of Hampton, Virginia. It's called an "adjustable stop" 
and reminds me of my days back in good ol' Glen- 
dale High School. My general drafting teacher, Ernie 
Belden (and heaven help you if you ever called him 
Ernie), was always coming up with weird objects for 
us to draw, and we never could figure out what they 
were used for. Here is the data for the adjustable stop: 



PQINTS:S£ 










POINT 


l: 


-13 




-12 


-9 


POINT 


2: 


-13 




-12 


-3 


POINT 


3: 


-13 




-14 


-S 


POINT 


4: 


-13 




-14 


4 


POINT 


n: 


-13 




-12 


4 


POINT 


6: 


-13 




-12 


8 


POINT 


7: 


13 




-12 


a 


POINT 


H: 


13 




-12 


4 


POINT 


9: 


13 




-14 


4 


POINT 


1»: 


13 




-14 


-3 


POINT 


11: 


13 




-12 


-3 


POINT 


1?: 


13 




-12 


-9 


POINT 


i:^: 


-i: 




-3 


-9 


POINT 


14: 


1 




-3 


-9 


POINT 


m: 


-1 




-7 


-9 


POINT 


lA: 


a 




-7 


-9 


POINT 


17: 


4 




-3 


-9 


POINT 


IB: 


13 




-3 


-9 


POINT 


19: 


-I 




8.2S 


4 


POINT 


20: 


a 




8.23 


4 


POINT 


21: 


6 




10 


2 


POINT 


7V: 


1 




10 


2 


POINT 


23: 


-i: 




10 


2 


POINT 


24: 


-i: 




3 


a 


POINT 


7!l: 


13 




3 


a 


POINT 


7A: 


13 




10 


2 


POINT 


77: 


-IS 




-4 


-9 


POINT 


28: 


-4. 


86 


-4.23 


-9 


POINT 


29: 


-3. 


88 


-4.88 


-9 


POINT 


3»: 


-3. 


23 


-3.86 


-9 


POINT 


31: 


-3 




-7 


-9 


POINT 


32: 


-3. 


23 


-8. 14 


-9 


POINT 


33: 


-3. 


aa 


-9. 12 


-9 


POINT 


34: 


-4. 


86 


-9.77 


-9 



POINT 33: -6 


-10 


-9 










POINT 36: -7.14 


-9 


77 


-9 










POINT 37: -8. 12 


-9 


12 


-9 










POINT 38: -8.77 


-8 


14 


-9 










POINT 39: -9 


-7 




-9 










POINT 40: -8.77 


-3 


86 


-9 










POINT 41: -8. 12 


-4 


88 


-9 










POINT 42: -7. 14 


-4 


23 


-9 










POINT 43: -6 


-4 




8 










POINT 44: -4.86 


-4 


23 


a 










POINT 43: -3.88 


-4 


88 


8 










POINT 46: -3.23 


-3 


86 


a 










POINT 47: -3 


-7 




8 










POINT 48: -3.23 


-8. 


14 


8 










POINT 49: -3.88 


-9 


12 


8 










POINT 30: -4.86 


-9. 


77 


8 










POINT 31: -6 


-10 


8 










POINT 32: -7.14 


-9. 


77 


a 










POINT S3: -a. 12 


-9 


12 


a 










POINT 34: -8.77 


-8. 


14 


8 










POINT 33: -9 


-7 




a 










POINT 36: -8.77 


-3. 


86 


a 










POINT 37: -B, 12 


-4. 


88 


a 










POINT 38: -7. 14 


-4. 


23 


a 










LINE9:aB 








LINE 


44 


: 30 


TO 31 














LINE 


43 


: 31 


TO 32 


LLIN6 1 


: 1 TO 2 








LINE 


46 


: 32 


TO 33 


LINE 


2: 


2 TO 3 








LINE 


47 


: 33 


TO 34 


LINE 


3: 


3 TO 4 








LINE 


48 


: 34 


TO 33 


LINE 


4: 


4 TO 3 








LINE 


49 


: 33 


TO 36 


LINE 


3: 


3 TO 6 








LINE 


30 


: 36 


TO 37 


LINE 


6: 


6 TO 7 








LINE 


31 


: 37 


TO 38 


LINE 


7: 


7 TO 8 








LINE 


32 


■ 38 


TO 39 


LINE 


8: 


8 TO 9 








LINE 


33 


: 39 


TO 40 


LINE 


9: 


9 TO 10 








LINE 


34 


40 


TO 41 


LINE 


10 


10 TO 11 








LINE 


S3 


41 


TO 42 


LINE 


11 


11 TO 12 








LINE 


36 


42 


TO 27 


LINE 


12 


12 TO I 








LINE 


57 


27 


TO 43 


LINE 


13 


2 TO 11 








LINE 


sa 


43 


TO 44 


LINE 


14 


3 TO 10 








LINE 


39 


44 


TO 43 


LINE 


13 


4 TO 9 








LINE 


60 


43 


TO 46 


LINE 


16 


3 TO a 








LINE 


61 


46 


TO 47 


LINE 


17 


6 TO 7 








LINE 


62 


47 


TO 48 


LINE 


18 


1 TO 13 








LINE 


63 


48 


TO 49 


LINE 


19 


13 TO 14 








LINE 


64 


49 


TO 50 


LINE 


20 


14 TO 13 








LINE 


63 


30 


TO 31 


LINE 


21 


13 TO 16 








LINE 


66 


SI 


TO 32 


LINE 


22 


16 TO 17 








LINE 


67 


32 


TO 53 


LINE 


23 


17 TO 18 








LINE 


68 


33 


TO 34 


LINE 


24 


18 TO 12 








LINE 


69 


33 


TO 54 


LINE 


23 


13 TO 19 








LINE 


70 


53 


TO 56 


LINE 


26 


19 TO 20 








LINE 


71 


56 


TO 37 


LINE 


27 


20 TO 21 








LINE 


72. 


57 


TO 38 


LINE 


28 


21 TO 17 








LINE 


73 


38 


TO 43 


LINE 


29 


20 TO 16 








LINE 


74: 


28 


TO 44 


LINE 


30 


14 TO 22 








LINE 


73 


29 


TO 43 


LINE 


31 


19 TO 22 








LINE 


76 


30 


TO 46 


LINE 


32 


13 TO 23 








LINE 


77 


31 


TO 47 


LINE 


33 


23 TO 24 








LINE 


78 


32 


TO 48 


LINE 


34 


24 TO 23 








LINE 


79 


33 


TO 49 


LINE 


33 


23 TO 26 








LINE 


80. 


34 


TO 30 


LINE 


36 


26 TO 18 








LINE 


at: 


33 


TO 51 


LINE 


37 


26 TO 21 








LINE 


82: 


36 


TO 52 


LINE 


38 


23 TO 22 








LINE 


83: 


37 


TO 33 


LINE 


39 


24 TO 6 








LINE 


84: 


38 


TO 54 


LINE 


40 


23 TO 7 








LINE 


as: 


39 


TO 55 


LINE 


41 


27 TO 28 








LINE 


86: 


40 


TO 56 


LINE 


42 


2a TO 29 








LINE 


87: 


41 


TO 57 


LINE 


43 


29 TO 30 








LINE 


88: 


42 


TO 58 



PAGE 80 



ANALOG COMPUTING 



ISSUE 22 




ADJUSTABLE 5T0P VIEW DATA: 



OBSERVER LOC. 
60,-60,40 



LOOKED AT ZOOM 
0,0,0 1 




FRONT VIEH 
OBSERVER LOC. LOOKED AT ZOOM 
0,12000,0 0,0,0 132 



This got me thinking about orthographic projection 
(the drawing of an object from three views without 
perspective) and how Solid States can simulate the 
process. 

Solid States draws objects with true perspective. 
The closer you get to an object, the more exaggerat- 
ed the perspective becomes. Theoretically, if you could 
look at an object from an infinite distance through 
a large telescope, you would see the object without 
the perspective distortion. 

We can produce orthographic views with Solid 
States by placing our viewpoint very far from the ob- 
ject and using a large ZOOM factor. The orthographic 
views of the adjustable stop are shown below, along 
with the coordinate and ZOOM information. 















y 


7 -^ 


V 






7 ^ 


\j 


(y- 











TOP UIEM 
OBSERVER LOC. \^^^__^\ 
0,0,12000 0,0,0 



ZOOM 
132 




SIDE VIEH 
OBSERVER LOC. LOOKED AT ZOOM 
12009,0,0 0,0,0 132 

Conversely, if we place our viewpoint very close to 
the object and use a very small ZOOM factor, we will 
see the object severely distorted by perspective. Try 
the following view with the adjustable stop, and you'll 
see what 1 mean. 

ADJ STOP EXAGGERATED PERSPECTIVE 



OBSERVER LOC, 
15,0,0 



LOOKED AT 
0,0,0 



ZOOM 
.04 



Those readers interested in mechanical drawing ap- 
plications of Solid States should find this informa- 
tion very useful. Mr. Belden would be proud. 



ISSUE 22 



ANALOG COMPUTING 



PAGE 81 



TIE one on. 

Robert Ashcraft of Amarillo, Texas, sent in the data 
for a TIE fighter, the famous Imperial craft from the 
Star Wars movies. 

Here's the data for the TIE fighter: 



P0INT9:B4 


















POINT l: S 




-2 


A 












POINT 2: 3 




2 


6 












POINT 3: S 




4 


« 












POINT 4: 3 




2 


-6 












POINT 3: 3 




-2 


-6 












POINT a: 3 




-4 















POINT 7: -3 




-2 


6 












POINT 8: -3 




2 


6 












POINT ?: -3 




4 















POINT 10: -3 




2 


-6 












POINT 11: -3 




-2 


-A 












POINT 12: -3 




-4 


• 












POINT 13: -I 




-2 


1 












POINT 14: I 




-2 


I 












POINT is: 1 




-2 


-1 












POINT 14: -1 




-2 


-1 












POINT 17: -1 




1 


2 












POINT 18: 1 




1 


2 












POINT 19: 1 




-1 


2 












POINT 20: -1 




-1 


2 












POINT 21: -1 




2 


-I 












POINT 22: 1 




2 


-1 












POINT 23: 1 




2 


1 












POINT 24: -1 




2 


1 












POINT 2S: -1 




-1 


-2 












POINT 24: 1 




-1 


-2 












POINT 27: 1 




1 


-2 












POINT 28: -1 




1 


-2 












POINT 29: -2 




1 


1 












POINT 30: -2 




-1 


1 












POINT 31: -2 




-1 


-1 












POINT 32: -2 




1 


-I 












POINT 33: 2 




1 


-1 












POINT 34: 2 




-1 


-1 












POINT 33: 2 




-1 


1 












POINT 36: 2 




1 


1 












POINT 37: 2 







1 












POINT 38: 2 




1 















POINT 39: 2 







-1 












POINT 40: 2 




-1 















POINT 41: 3 







1 












POINT 42: 3 




1 















POINT 43: 3 







-I 












POINT 44: 3 




-1 















POINT 43: -2 







t 












POINT 46: -2 




t 


• 












POINT 47: -Z 







-1 












POINT 48: -2 




-1 















POINT 49: -3 







1 












POINT 30: -3 




1 















POINT 31: -3 







-1 












POINT 32: -3 




-1 















POINT 53: 3 







0.67 












POINT 34: 3 




0.67 















POINT S3: 3 







-0.67 












POINT 36: 3 




-0.67 















POINT 37: 4 







0.67 












POINT 38: 4 




0,67 















POINT 39: 4 







-0.67 












POINT 40: 4 




-0.67 















POINT 41: -3 







0.67 












POINT 42: -3 




0.67 















POINT 43: -3 







-0.67 












POINT 44: -3 




-0.67 















POINT 43: -4 







0.67 












POINT 46: -4 




0.67 















POINT 47: -4 







-0.67 












POINT 48: -4 




-0.67 















POINT 49: 4 







0.33 












POINT 70: 4 




0.33 















POINT 71: 4 







-0.33 












POINT 72: 4 




-0.33 















POINT 73: 3 







0.33 












POINT 74: 3 




0.33 















POINT 73: 3 







-0.33 












POINT 74: 3 




-0.33 















POINT 77: -4 







0.33 












POINT 78: -4 




0.33 















POINT 79: -4 







-0.33 












POINT B0: -4 




-0.33 















POINT 9l: -3 







0.33 












POINT 82: -3 




0.33 















POINT 83: -3 







-0.33 












POINT 84: -3 




-0.33 















LINES: 138 


















LINE l: 1 TO 2 








LINE 


37 


33 


TO 


36 


LINE 2: 2 TO 3 








LINE 


38 


34 


TO 


23 


LINE 3: 3 TO 4 








LINE 


39 


23 


TO 


24 


LINE 4: 4 TO 3 








LINE 


40 


24 


TO 


29 


LINE 3: 3 TO 6 








LINE 


41 


29 


TO 


30 


LINE 4: 4 TO 1 








LINE 


42 


30 


TO 


13 


LINE 7: 1 TO 4 








LINE 


43 


16 


TO 


IS 


LINE B: 2 TO 3 








LINE 


44 


13 


TO 


34 


LINE 9: 3 TO 6 








LINE 


43 


34 


TO 


33 


LINE 10: 7 TO 8 






LINE 


46 


33 


TO 


22 


LINE 11: 8 TO 9 






LINE 


47 


22 


TO 


21 


LINE 12: 9 TO 









LINE 


48 


21 


TO 


32 


LINE 13: 10 TO 


11 






LINE 


49 


32 


TO 


31 


LINE 14: 11 TO 


12 






LINE 


30 


31 


TO 


16 


LINE 13: 12 TO 


7 






LINE 


31 


17 


TO 


18 


LINE 14: 7 TO 10 






LINE 


32 


18 


TO 


36 


LINE 17: 8 TO 11 






LINE 


33 


36 


TO 


33 


LINE 18: 9 TO 12 






LINE 


34 


33 


TO 


27 


LINE 19: 13 TO 


20 






LINE 


33 


27 


TO 


28 


LINE 20: 20 TO 


17 






LINE 


36 


28 


TO 


32 


LINE 21: 17 TO 


24 






LINE 


57 


32 


TO 


29 


LINE 22: 24 TO 


21 






LINE 


38 


29 


TO 


17 


LINE 23: 21 TO 


28 






LINE 


39 


20 


TO 


19 


LINE 24: 28 TO 


23 






LINE 


40 


19 


TO 


33 


LINE 23: 23 TO 


16 






LINE 


61 


33 


TO 


34 


LINE 24: 16 TO 


13 






LINE 


62 


34 


TO 


26 


LINE 27: 14 TO 


19 






LINE 


63 


26 


TO 


23 


LINE 2B: 19 TO 


18 






LINE 


44 


23 


TO 


31 


LINE 29: 18 TO 


23 






LINE 


63 


31 


TO 


30 


LINE 30: 23 TO 


22 






LINE 


46 


30 


TO 


20 


LINE 31: 22 TO 


27 






LINE 


67 


37 


TO 


38 


LINE 32: 27 TO 


26 






LINE 


68 


38 


TO 


39 


LINE 33: 26 TO 


13 






LINE 


69 


39 


TO 


40 


LINE 34: 13 TO 


14 






LINE 


70 


40 


TO 


37 


LINE 33: 13 TO 


14 






LINE 


71 


41 


TO 


42 


LINE 34: 14 TO 


33 






LINE 


72 


42 


TO 


43 



LINE 


73: 


43 


TO 


44 


LINE 


74: 


44 


10 


41 


LINE 


73: 


37 


TO 


41 


LINE 


74: 


38 


TO 


42 


LINE 


77: 


39 


TO 


43 


LINE 


7n: 


40 


TO 


44 


LINE 


79: 


43 


TO 


44 


LINE 


80: 


46 


TO 


47 


LINE 


Rl: 


47 


TO 


48 


LINE 


82: 


4B 


TO 


45 


LINE 


83: 


49 


TO 


30 


LINE 


84: 


30 


TO 


51 


LINE 


Bs: 


31 


TO 


32 


LINE 


B6: 


32 


TO 


49 


LINE 


87: 


45 


TO 


49 


LINE 


88: 


46 


TO 


30 


LINE 


89: 


47 


10 


31 


LINE 


90: 


48 


TO 


32 


LINE 


91 : 


53 


TO 


54 


LINE 


92: 


54 


TO 


53 


LINE 


93: 


35 


TO 


56 


LINE 


94: 


34 


TO 


33 


LINE 


93: 


57 


TO 


58 


LINE 


96: 


SB 


TO 


59 


LINE 


97: 


59 


TO 


60 


LINE 


98: 


40 


TO 


57 


LINE 


99: 


33 


TO 


57 


LINE 


100 


: 34 TO 38 


LINE 


101 


: SS TO 59 


LINE 


107 


: 36 TO 60 


LINE 


103 


: 61 TO 42 


LINE 


104 


: 62 TO 63 


LINE 


103 


: 43 TO 64 


LINE 


106 


: 64 TO 61 



LINE 107 
LINE 108 
LINE 109 
LINE 110 
LINE 111 
LINE 112 
LINE 113 
LINE 114 
LINE 113 
LINE 116 
LINE 117 
LINE 118 
LINE 119 
LINE 120 
LINE 121 
LINE 122 
LINE 123 
LINE 124 
LINE 123 
LINE 126 
LINE 127 
LINE 128 
LINE 129 
LINE 130 
LINE 131 
LINE 132 
LINE 133 
LINE 134 
LINE 133 
LINE 136 
LINE 137 
LINE 138 



63 TO 66 

66 TO 67 

67 TO 68 

68 TO 63 

41 TO 45 

42 TO 66 

63 TO 67 

64 TO 68 

69 TO 70 

70 TO 71 

71 TO 72 

72 TO 69 

73 TO 74 

74 TO 73 
73 TO 76 

76 TO 73 

69 TO 73 

70 TO 74 

71 TO 73 

72 TO 76 

77 TO 78 

78 TO 79 

79 TO 80 

80 TO 77 

81 TO 82 

82 TO 83 

83 TO 84 

84 TO 81 

77 TO 81 

78 TO 82 

79 TO 83 

80 TO 84 




TIE FIGHTER VIEN DATA: 



0B5ERVER_L0C^ 
100,173,50 



LOOKED AT 
0,0,0 



ZOOM 
6 



Interestingly, a few days after receiving the TIE fight- 
er, I got a letter from Jason Leigh, of Kowloon, Hong 
Kong. He sent in — you guessed it — a 3-D X-Wing 
fighter, the spacecraft used by the rebel forces in the 
Star Wars films! 

Here's the X-Wing data: 



P0INT8:94 






POINT 


i: 


26 


11 


POINT 


2: 


22 


11 


POINT 


3: 7 


21 


12 


POINT 


4: 7 


27 


12 


POINT 


3: 7 


24 


11 


POINT 


4: 7 


22 


11 


POINT 


7: 37 


28 


13 


POINT 


8: 37 


32 


13 


POINT 


9: 40 


32 


13 


POINT 


10: 40 


43 


12 


POINT 


li: 40 


44 


12 


POINT 


12: 22 


44 


1 1 


POINT 


13: 22 


44 


11 


POINT 


14: 40 


44 


12 


POINT 


15: 40 


47 


12 


POINT 


14: 46 


47 


12 


POINT 


17: 46 


43 


12 


POINT 


18: 30 


32 


13 


POINT 


19: 33 


31 


11 


POINT 


20: 33 


32 


12 


POINT 


21: 60 


32 


12 


POINT 


22: 60 


28 


12 


POINT 


23: 33 


28 


12 


POINT 


24: S3 


29 


1 1 


POINT 


23: 30 


28 


13 


POINT 


26: 30 


20 


13 


POINT 


27: 35 


19 


1 1 


POINT 


28: 55 


20 


12 


POINT 


29: 40 


20 


12 


POINT 


30: 40 


16 


12 


POINT 


31: S3 


16 


12 



PAGE 82 



ANALOG COMPUTING 



ISSUE 22 



POINT 32 


33 




17 


11 


POINT 33 


SB 




14 


13 


POINT 31 


46 




3 


12 


POINT 33 


46 






12 


POINT 34 


40 




1 


12 


POINT 37 


40 




2 


12 


POINT 38 


22 




2 


11 


POINT 3? 


22 




4 


11 


POINT AB 


4B 




4 


12 


POINT ■»! 


40 




3 


12 


POINT 42 


40 




16 


13 


POINT 43 


37 




14 


13 


POINT 44 


37 




20 


13 


POINT 43 


24 




23 


12 


POINT 46 


24 




23 


12 


POINT 47 


33 




24 


13 


POINT 48 


33 




22 


13 


POINT 49 


36 




23 


13 


POINT SB 


34 




23 


13 


POINT 31 


B 




24 


9 


POINT 32 


B 




22 


9 


POINT 33 


7 




21 


8 


POINT 34 


7 




27 


a 


POINT 33 


7 




24 


9 


POINT 34 


7 




22 


9 


POINT 37 


37 




28 


4 


POINT 38 


37 




32 


4 


POINT 39 


4B 




43 


a 


POINT 4B 


40 




44 


a 


POINT 41 


22 




44 


9 


POINT 42 


22 




44 


9 


POINT 43 


40 




44 


a 


POINT 44 


40 




47 


a 


POINT 43 


44 




47 


8 


POINT 44 


44 




43 


a 


POINT 47 


SB 




32 


4 


POINT 48 


33 




31 


9 


POINT 49 


33 




32 


a 


POINT 7B 


40 




32 


8 


POINT 71 


40 




28 


a 


POINT 72 


33 




28 


a 


POINT 73 


33 




29 


9 


POINT 74 


SB 




28 


6 


POINT 73 


SB 




20 


4 


POINT 74 


S3 




19 


9 


POINT 77 


33 




20 


8 


POINT 78 


40 




20 


a 


POINT 79 


40 




14 


8 


POINT an 


33 




16 


a 


POINT 81 


33 




17 


9 


POINT 82 


SB 




14 


4 


POINT 83 


44 




3 


a 


POINT 84 


44 




1 


a 


POINT 83 


40 




1 


8 


POINT 84 


40 




2 


a 


POINT 87 


22 




2 


9 


POINT 88 


22 




4 


9 


POINT 89 


40 




4 


a 


POINT 9B 


40 




3 


a 


POINT 91 


37 




14 


6 


POINT 9Z 


37 




20 


4 


POINT 93 


33 




24 


13 


POINT 94 


33 




22 


13 


LINES: 14 










LINE l: 


TO 31 






LINE 2: ; 


: TO 32 






LINE 3: ; 


TO S3 






LINE 4: ' 


TO S4 






LINE 3: : 


i TO 33 






LINE 4: i 


TO 34 






LINE 7: " 


TO 37 






LINE a: E 


TO 38 






LINE 9: S 


TO 10 






LINE 10: 


IB TO 


39 






LINE 11: 


11 TO 


40 






LINE 12: 


12 TO 


41 






LINE 13: 


13 TO 


62 






LINE 14: 


14 TO 


43 






LINE 13: 


13 TO 


44 






LINE 14: 


14 TO 


43 






LINE 17: 


17 TO 


64 






LINE 18: 


18 TO 


47 






LINE 19: 


19 TO 


68 






LINE 20: 


20 TO 


69 






LINE 21: 


21 TO 


70 






LINE 22: 


22 TO 


71 






LINE 23: 


23 TO 


72 






LINE 24: 


24 TO 


73 






LINE 23: 


23 TO 


74 






LINE 24: 


24 TO 


73 






LINE 27: 


27 TO 


74 






LINE 28: 


28 TO 


77 






LINE 29: 


29 TO 


78 






LINE 30: 


3B TO 


79 






LINE 31: 


31 TO 


80 






LINE 32: 


32 TO 


81 






LINE 33: 


33 TO 


82 






LINE 34: 


34 TO 


83 






LINE 33: 


33 TO 


84 






LINE 34: 


36 TO 


83 






LINE 37: 


37 TO 


86 






LINE 38: 


38 TO 


87 






LINE 39: 


39 TO 


88 






LINE 4B: 


40 TO 


89 






LINE 41: 


41 TO 


90 






LINE 42: 


42 TO 


41 






LINE 43: 


43 TO 


91 






LINE 44: 


44 TO 


92 






LINE 43: 


10 TO 


17 






LINE 44: 


17 TO 


18 






LINE 47: 


33 TO 


34 






LINE 48: 


34 TO 


41 






LINE 49: 


12 TO 


13 






LINE SB: 


13 TO 


14 






LINE 31: 


14 TO 


11 






LINE 32: 


11 TO 


12 






LINE S3: 


6t TO 


42 






LINE S«: 


62 TO 


43 






LINE 33: 


63 TO 


40 






LINE 34: 


40 TO 


41 






LINE 37: 


10 TO 


13 






LINE 38: 


13 TO 


14 






LINE 39: 


14 TO 


17 






LINE 4B: 


17 TO 


10 






LINE 41: 


39 TO 


44 






LINE 42: 


64 TO 


43 






LINE 43: 


43 TO 


64 






LINE 44: 


44 TO 


39 






LINE 43: 


38 TO 


39 






LINE 44: 


39 TO 


40 






LINE 47: 


4B TO 


37 






LINE 48: 


37 TO 


38 






LINE 69: 


87 TO 


88 






LINE 7»: 


88 TO 


89 






LINE 71: 


89 TO 


84 






LINE 72: 


B4 TO 


87 






LINE 73: 


41 TO 


34 







LINE 147: 32 TO 31 

LINE 148: 31 TO 30 

LINE 149: 30 TO 29 

LINE 130: 29 TO 28 

LINE 131: 28 TO 27 

LINE 132: 27 TO 24 

LINE 133: 75 TO 82 

LINE 134: 82 TO 81 



LINE 133: 

LINE 134: 

LINE 137: 

LINE 138: 

LINE 139: 

LINE 140: 

LINE 141: 



81 TO 80 

80 TO 79 

79 TO 78 

78 TO 77 

77 TO 76 

76 TO 73 

91 TO 82 



LINE 


74: 


34 


TO 33 


LINE 


73: 


33 


TO 34 


LINE 


76: 


34 


TO 41 


LINE 


77: 


90 


TO 83 


LINE 


78: 


83 


TO 84 


LINE 


79: 


84 


TO as 


LINE 


80: 


83 


TO 90 


LINE 


81: 


44 


TO 43 


LINE 


82: 


44 


TO 47 


LINE 


83: 


47 


TO 49 


LINE 


84: 


49 


TO 30 


LINE 


83: 


30 


TO 48 


LINE 


86: 


48 


TO 43 


LINE 


87: 


43 


TO 94 


LINE 


88: 


94 


TO 30 


LINE 


89: 


44 


TO 93 


LINE 


90: 


93 


TO 49 


LINE 


91: 


47 


TO 48 


LINE 


92: 


47 


TO 93 


LINE 


93: 


48 


TO 94 


LINE 


94: 


1 TO 2 


LINE 


93: 


2 TO 3 


LINE 


96: 


3 TO 4 


LINE 


97: 


4 TO 1 


LINE 


9a: 


31 


TO 32 


LINE 


99: 


52 


TO 33 


LINE 


100 


: S3 


TO 34 


LINE 


101 


• 34 


TO 51 


LINE 


102 


■ 3 


TO 6 


LINE 


103 


4 


TO 44 


LINE 


104 


: 44 


TO 26 


LINE 


103 


• 24 


TO 23 


LINE 


106 


: 23 


TO 7 


LINE 


107 


■ 7 


TO 3 


LINE 


loe 


33 


TO 36 


LINE 


109 


• 34 


TO 92 


LINE 


110 


92 


TO 73 


LINE 


1 1 1 


73 


TO 74 


LINE 


112 


74 


TO 37 


LINE 


113 


37 


TO 33 


LINE 


114 


23 


TO 18 


LINE 


113 


18 


TO a 


LINE 


116 


a 


TO 7 


LINE 


117 


7 


TO 23 


LINE 


iia 


74 


TO 67 


LINE 


119 


47 


TO 38 


LINE 


12B 


3B 


TO 37 


LINE 


121 


37 


TO 74 


LINE 


122 


44 


TO 43 


LINE 


123 


43 


TO 33 


LINE 


124 


33 


TO 26 


LINE 


123 


24 


TO 44 


LINE 


126 


92 


TO 91 


LINE 


127 


82 


TO 73 


LINE 


128 


73 


TO 92 


LINE 


129 


18 


TO 19 


LINE 


130 


19 


TO 20 


LINE 


131 


20 


TO 21 


LINE 


132 


21 


TO 22 


LINE 


133 


22 


TO 23 


LINE 


134 


23 


TO 24 


LINE 


133 


24 


TO 23 


LINE 


136 


25 


TO 18 


LINE 


137 


47 


TO 68 


LINE 


138 


48 


TO 69 


LINE 


139 


49 


TO 70 


LINE 


140 


70 


TO 71 


LINE 


141 


71 


TO 72 


LINE 


142 


72 


TO 73 


LINE 


143 


73 


TO 74 


LINE 


144 


74 


TO 67 


LINE 


143 


24 


TO 33 


LINE 


146 


33 


TO 32 




K-MING UIEH DATA: 
OBSERVER LOC. 



LOOKED AT 
30,25,5 



ZOOM 
.7 



Now you can stage your own space battles using 
Solid States and your Atari computer! 

Atari self-portrait. 

Our last object this time out is an Atari 800 com- 
puter, generated by Robert Groves, of Columbus, 
Ohio. This graphic has a great deal of detail, and I 
cringe just thinking of all the time Robert must have 
spent getting it right. 

Here's the data for the Atari 800: 



P0INTSSI12 


POINT 


l: 


4 


POINT 


7: 


4 


POINT 


.1: 


-4 


POINT 


4; 


-4 


POINT 


3: 


-3 


POINT 


a: 


-3 


POINT 


7: 


-3.6 


POINT 


n: 


-3. a 


POINT 


9: 


3.8 


POINT 


10: 


3.6 


POINT 


11 : 


3 


POINT 


12: 


3 


POINT 


13: 


2.8 


POINT 


14: 


2.8 


POINT 


is: 


2.8 


POINT 


16: 


-2.8 


POINT 


1 7: 


-2.8 


PQ NT 


in: 


-2.8 


PO NT 


19: 


-2.8 


PO NT 


70: 


-B.6 


PO NT 


21 : 


0.4 


POINT 


27: 


2.8 


POINT 


23: 


0.4 


POINT 


74: 


-0.6 


POINT 


23: 


0.6 


POINT 


76: 


-0.6 


POINT 


77: 


0.6 


POINT 


28: 


-0.6 


POINT 


79: 


-3 


POINT 


30: 


2 


POINT 


31 : 


2.7 


POINT 


32: 


3.2 


POINT 


33: 


-3 


POINT 


.34: 


2 


POINT 


33: 


2.7 


POINT 


34: 


3,2 


POINT 


37: 


-3 


POINT 


38: 


2 


POINT 


39: 


2.7 


POINT 


40: 


3.2 


POINT 


41: 


-3 


POINT 


47: 


2 


POINT 


43: 


2.7 


POINT 


44: 


3.2 


POINT 


45: 


-2.8 


POINT 


44: 


1.8 


POINT 


47: 


2.7 


POINT 


48: 


3.2 


POINT 


49: 


3.2 


POINT 


SB: 


2.7 



3 
-3 
-3 
3 

3 

e 
-B.s 

-2.8 

-2.8 

-0.3 



3 

3 

I 





1 

3 

-0.3 

-0.3 

-0.3 

-0.3 

-0.4 

-0.4 

-0.4 

-0.4 

-0.6 

-0.6 

-0.8 



-0.8 

-0.8 

-1 

-1 

-1 

-1 

-1. 1 

-1. 1 

-1. 1 

-1.1 

-1.3 

-1.3 

-1.3 

-1.3 

-1.4 

-1.4 

-1.4 

-1.4 

-1.6 

-1.4 



1.3 





1.3 

1.3 

1.3 

0.9 

0.3 

B.3 

0.9 

1.5 

1.5 

1.3 

1.3 

1.3 

1.5 

1.3 

1.3 

0.9 

0.9 

0.9 

0.9 

1 

1 

0.8 

0.8 

0.8 

B.a 



0.9 
0.9 
0.9 
0.9 
0.9 
0.9 
0.9 
0.9 
0.8 

B.a 

B.s 
0.8 
0.8 
0.8 



ISSUE 22 



ANALOG COMPUTING 



PAGE 83 



PQIN1 


S 


l: 1 


8 


— I 


4 


e.a 


POINT 


5 


z: -2.8 


— I 


4 


0.8 


POINI 


3 


3: -2. a 


-1 


7 


0,7 


POINl 


S 


4: 1 


8 


— \ 


7 


0.7 


POINI 


5 


5: 2 


7 


-1 


7 


0.7 


POINT 


3 


6: 3 


2 


— ^ 


7 


0.7 


POINI 


3 


7: 3 


2 


-1 


9 


0.7 


POINT 


3 


a: 2 


7 


— 1 


9 


0.7 


POINT 


3 


9: 1 


8 


-1 


9 


0.7 


POINT 


& 


»: -2.8 


— } 


9 


0.7 


POINT 


6 


l: -2.4 


-2 




0.6 


POINT 


& 


2: I 


4 


-2 




0.6 


POINT 


b 


3: 2 


7 


-2 




0.3 


POINT 


6 


4: 3 


2 


-2 




0.3 


POINT 


b 


5: 3 


2 


-2 


2 


0.S 


POINT 


6 


b: 2 


7 


-2 


2 


0.3 


POINT 


h 


7: 1 


4 


-2 


2 


0.6 


POINT 


i 


3: -2.4 


-2 


2 


0.6 


POINT 


& 


9: 












POINT 


7 


b: 4 




-0 


8 





POINT 


7 


t: 4 




-» 


8 


0.2 


POINT 


7 


2: 4 




2.7 


0.2 


POINT 


7 


J: 4 




2.7 





POINT 


7 


i: 3 


9 


2.7 


-0.2 


POINT 


7 


5: 3 


9 


-0 


8 


-0.2 


POINT 


7 


b: 4 




3 







POINT 


7 


7: 3 


9 


3 




-0.3 


POINT 


7 


3: 3 


9 


3 




-0.7 


POINT 


7 


?: 3 


6 


-0 


4 


-0. 7 


POINT 


a 


>: 3 


2 


-2 




-0.7 


POINT 


a 


l: 3 


6 


-2 


3 


-0.3 


POINT 


a 


2: 3 


9 


-2 


8 


-0.3 


POINT 


a 


5: 3 


9 


-0 


4 


-0.3 


POINT 


a 


»: 2 


3 


-0 


4 


-0.7 


POINT 


a 


5: 2 


3 


-a 


4 


-0.3 


POINT 


a 


b: 2 


3 


3 




-0.7 


POINT 


a 


7: 1 


7 


-2 


7 


-0.7 


POINT 


a 


3: -1.7 


-2 


7 


-0.7 


POINT 


a 


?: -3.2 


-2 




-0.7 


POINT 


? 


»: -3.6 


-2 


S 


-0.3 


POINT 


9 


l: -2 


-2 


8 


-0. 3 


POINT 


I 


2: 2 




-2 


8 


-0.3 


POINT 


» 


S: 2 




-2 


7 


-0. 1 


POINT 


9 


»: -2 


-2 


7 


-0. 1 


POINT 


9 


5: -1.7 


-2 


IS 


-0.7 


POINT 


9 


b: 1 


7 


-2 


13 


-0. 7 


POINT 


9 


7: I 


7 


-2 


3 


-0.3 


POINT 


9 


3: -1.7 


-2 


S 


-0.3 


POINT 


9 


?: -3.9 


-2 


8 


-0.3 


POINT 


I 


90: - 


-2 


-2 


7 


-0.3 


POINT 


1 


91: 


-2 


-2 


7 


-0. 1 


POINT 


1 


92: 2 


-2 


7 


-0. 1 


POINT 


1 


93: 2 


-2 


7 


-0.3 


POINT 


I 


94: 2.3 


3 




-0.3 


POINT 


1 


93: - 


-3.9 


3 




-0.3 


POINT 


1 


96: - 


-4 


3 







POINT 


1 


97: - 


-2.3 


3 




-0.3 


POINT 


I 


98: - 


-2.3 


3 




-0.7 


POINT 


1 


99: - 


-2.3 


-a 


4 


-0.7 


POINT 


I 


10: ■ 


-2.3 


-0 


4 


-0.3 


POINT 


1 


11: 


-3.6 


-0 


4 


-0.7 


POINT 


1 


12: 


-3.9 


-0 


4 


-0.3 


LINES 


: 1 


22 










LINE 


t: 


1 TO 2 








LINE 


Z: 


2 TO 3 








LINE 


3: 


3 TO 4 








LINE 


4: 


4 TO 1 








LINE 


3: 


3 TO 6 








LINE 


6: 


4 TO 7 








LINE 


7: 


7 TO 8 








LINE 


8: 


8 TO 9 








LINE 


9: 


9 TO 10 








LINE 


1« 


10 


TO 11 








LINE 


11 


11 


TO 12 








LINE 


12 


6 TO 4 








LINE 


13 


4 TO 11 








LINE 


14 


7 TO 10 








LINE 


13 


13 


TO 13 








LINE 


16 


16 


TO IB 








LINE 


17 


14 


TO 17 








LINE 


la 


19 


TO 20 








LINE 


19 


21 


TO 22 








LINE 


20 


23 


TO 23 








LINE 


21 


23 


TO 27 








LINE 


22 


8« 


TO 89 








LINE 


23 


24 


TO 24 








LINE 


24 


26 


TO 28 








LINE 


23 


27 


TO 28 








LINE 


2& 


24 


TO 23 








LINE 


27 


29 


TO 30 








LINE 


28 


31 


TO 32 








LINE 


29 


31 


TO 33 








LINE 


30 


33 


TO 36 








LINE 


31 


36 


TO 32 








LINE 


32 


30 


TO 34 








LINE 


33 


33 


TO 34 








LINE 


34 


33 


TO 29 








LINE 


33 


37 


TO 38 








LINE 


36 


38 


TO 42 








LINE 


37 


42 


TO 41 








LINE 


3a 


41 


TO 37 








LINE 


39 


39 


TO 40 








LINE 


40 


40 


TO 44 








LINE 


41 


44 


TO 43 








LINE 


42 


43 


TO 39 








LINE 


43 


43 


TO 46 








LINE 


44 


47 


TO 48 








LINE 


43 


48 


TO 49 








LINE 


46 


49 


TO sa 








LINE 


47 


30 


TO 47 








LINE 


48 


46 


TO 51 








LINE 


49 


31 


TO 52 








LINE 


30 


52 


TO 45 








LINE 


SI 


33 


TO 34 








LINE 


32 


33 


TO 36 








LINE 


33 


36 


TO 57 








LINE 


34 


37 


TO 38 








LINE 


53 


38 


TO 53 








LINE 


34 


39 


TO 34 








LINE 


37 


39 


TO 60 








LINE 


3a 


60 


TO S3 








LINE 


39 


61 


TO 42 








LINE 


60 


63 


TO 64 








LINE 


61 


64 


TO 63 








LINE 


62 


63 


TO 46 








LINE 


63 


66 


TO 63 








LINE 


64 


42 


TO 47 








LINE 


63 


47 


TO 48 








LINE 


66 


68 


TO 41 








LINE 


67 


73 


TO 74 








LINE 


68 


71 


TO 72 








LINE 


69 


72 


TO 74 








LINE 


70 


74 


TO 75 








LINE 


71 


73 


TO 71 








LINE 


72 


77 


TO 82 








LINE 


73 


3 TO 8 








LINE 


74 


84 


TO 86 









LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 
LINE 




800 VIEH DATA: 

OBSERUER LOC. 
-12,-12,12 



LOOKED AT 
0,0,0 



ZOOM 

1 




7S 

76 

77 

78 

79 

80 

81 

82 

83 

84 

85 

84 

87 

88 

89 

90 

91 

92 

93 

94 

95 

94 

97 

98 

99 

100 

101 

102 

103 

104 

105 

104 

107 

108 

109 

1 10 

111 

112 

113 

114 

1 13 

116 

117 

iia 

I 19 
120 
121 
122 



80 TO 81 
79 TO 83 
84 TO 85 
as TO 83 

84 TO 79 
79 TO 80 

85 TO 104 
82 TO 92 

96 TO 97 

97 TO 81 

97 TO 92 
92 TO 87 

92 TO 93 

93 TO 94 

94 TO 91 
91 TO 88 
88 TO 87 
88 TO 95 

95 TO 98 

98 TO 91 
91 TO 99 
90 TO 89 
90 TO 98 
87 TO 94 
3 TO 104 

104 TO 10S 

107 TO 108 

2 TO 82 

108 TO 109 

109 TO 110 

110 TO 1 12 
112 TO 111 

111 TO 109 
111 TO 89 
99 TO 105 
77 TO 74 
104 TO 84 
84 TO 108 
107 TO 108 
77 TO 103 
74 TO I 
104 TO 4 
107 TO lie 
101 TO 102 
103 TO 102 

3 TO 99 
9 TO 2 
70 TO 2 



800 TOP VIEN DATA! 



OBSERUEBLOC^ 
0,0,1500 



LOOKED AT 
0,0,0 



ZOOM 
100 



Well, that just about does it for 3-D images this 
month. We received several others, some of which 
were just too large to print. If you've got a 3-D ob- 
ject you'd like to send, try to keep it under 250 points 
and lines total. 

No more boo-boos. 
Vinette DePhillipe and Ted Talay, of Hampton, Vir- 
ginia, submitted this short program modification 
which traps errors in the initial data entry process. 
This eliminates the annoyance of having to re-enter 
a whole object's data when an entry error is made. 

270 FOR 1=1 TO PS:? "POIHT ";I 

272 TRAP 272: INPUT 01,02,03 

274 KCIJ=Q1:VCI>=02:ZCIJ=03:HEXT I 



PAGE 84 



ANALOG COMPUTING 



ISSUE 22 



310 FOR 1=1 TO L5:? :? "LINE ";I 

312 ? "FROM POINT";: TRAP 312: INPUT 01: 

LNfl, 01=01 

314 ? " TO POINT"; STRAP 314 : INPUT 01: 

LN(I,1}=01 

316 NEXT I 

Here's a quick modification I wrote to give Solid 
States users with the 1020 Plotter larger plots. It turns 
the output sideways, giving 6.25 X 3.75 inch plots. 
No special action is needed. 



210 TRAP 190:CL0SE tt3:0PEN 113, 8, 8, "P": 

? tt3;EG«:"«H»I«M8,-820»I":PC=0 

860 IF 0S="Y" THEN ? lt3;"M8,0»D480,0»D 

480 , 80e«D0 , 800«De , 0" 

lOOe ? lt3;"M"; C191-Y1J»2.5;","; C319-X1 

1*2.5;"«D"; C191-YNJ»2.5;","; C319-XHJ«2 

> 5 : PC=PC"''l 

ie20 IF POO then ? tt3;"H«M0,-820«I":P 

c=o 



Printer output! 

I've received quite a few letters from readers want- 
ing hard-copy output on their Epson, Gemini lOX 
and C.Itoh printers. You asked for it, and you've got it! 

Here's the code for Epson -compatible printers (such 
as Gemini lOX): 



1045 IF PEEKC53279)=3 THEN G05UB 3080: 
GOTO 1840 

3000 REN WHt EPSON GRAPHICS DUMP «H( 
3810 SCREEN=PEEK (88) 4PEEK C89)«25e : TRAP 
3048:CL05E ttl:OPEN ttl,8,e,"P :" :? HI;" 
%A";CHR$f8) 

3020 FOR I=SCREEN TO SCREEN+39:? ttl;"^ 
K"; CHRS C192} ; CHR$ C61 ; 

3838 FOR J=I*7640 TO I STEP -40:PUT ttl 
, PEEK f J} : NEXT J:? ttl: NEXT I: CLOSE ttl 
3048 RETURN 



And here's the code for C.Itoh printers: 

1045 IF PEEKC53279)=3 THEN GOSUB 3088: 
GOTO 1040 

3000 REH *** C.ITOH GRAPHICS DUMP )Hf« 
3010 SCREEN=PEEK C88) ^PEEK C89)«256 : TRAP 
3048:CL0SE ttl:OPEN ttl,8,0,"P :" :? ttl;" 
iT16" 

3820 FOR I=SCREEN+39 TO SCREEN STEP -1 
:? ttl;"^S0192"; 

3830 FOR J=I TO 1+7640 STEP 40:PUT ttl, 
PEEK C J): NEXT J:? ttl: NEXT I: CLOSE ttl 
3848 RETURN 



After Solid States has completed the picture on the 
screen, you'll hear a short tone. Pressing OPTION 
will print the screen on your printer (the process takes 
about 2.5 minutes). It's as easy as that! If you don't 
want to print the screen, pressing START will return 
you to the coordinate entry point, just like the origi- 
nal version of the program. 

If your printer isn't ready, the program will go back 
and wait for the START or OPTION keys again. Sim- 
ply ready your printer and press OPTION to print the 
screen. 

Remember, your printer must be equipped with 
graphics ability in order for the screen-print function 
to work. 



Supply and demand. 

As long as I receive your 3-D object data and sug- 
gestions for modifications, we'll be running Solid 
States updates like this indefinitely. 

One thing I'd like to do is equip Solid States with 
hidden-line removal, so the drawings won't be clut- 
tered with lines that should be invisible. If you know 
of a good hidden-line removal algorithm, please let 
me know. I'm checking my resources, but, so far, I 
haven't found anything specific on the process. If you 
want to see your name in lights (well, at least, in the 
pages of ANALOG), send me anything you can find! 

I'm also working on converting Solid States to a 
100% machine language program for much faster oper- 
ation. I'm going to wait until I find a hidden-line al- 
gorithm before I do this, though. 

Keep those 3-D objects coming! Send them to: 

Solid States 

c/o ANALOG Computing 
P.O. Box 23 
Worcester, MA 01603 

If you don't have the Solid States program, 
ANALOG issue 16 is still available as a back issue. 
See the ad elsewhere in this issue. D 



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with your ATARI ! 



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using 



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'EASILY SORT OUT CONFUSING INFORMATION. 
'REMOVE UNCERTAINTY FROM DIFFICULT CHOICES. 
'CLARIFY AND QUANTIFY YOUR IDEAS. 
'SHOW OFF YOUR COMPUTER'S PRACTICAL SIDE! 



DECISIONS. ..DECISIONS provides assistance on making a logical 
choice among several alternatives. Intended for individuals, families, and 
businesspeople, it helps users make "tough" decisions quickly and accurately, 
with increased confidence in the resulting choice. 

The program is flexible enough to analyze any multiple choice decision 
Features such as fully prompted inputs, help screens, rapid re-analysis, and 
thorough reference manual make it easy to use. The graphic output screens 
are easily interpreted and a hard copy record is provided to users with an 80- 
column printer. 

Decisions. ..Decisions uses a method of logical analysis, based on scientific 
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\\\\\ LATERAL 

V\\\V SOFTWARE 



Dept. 2 
RO. Box 605 
Stanton, CA 
90680 



CIRCLE #129 ON READER SERVICE CARD 



ISSUE 22 



ANALOG COMPUTING 



PAGE 85 



Mathman 



16K Cassette or 24K Disk 



by Francisco R. Moncada 



Mathman is an educational game which is useful 
in helping children learn their math in a variation 
of Hangman. When a child enters the correct answer, 
the computer congratulates him or her with a musi- 
cal tune, and the screen turns different colors. If the 
answer is incorrect, then the computer emits an an- 
gry buzz and turns the screen red. This also causes 
a part of the man to be drawn on the screen. 

The object of the game is to answer as many prob- 
lems as possible correctly before being hanged. If your 
man is hung, the game is over Mathman has six differ- 
ent levels to choose from. The bigger the number en- 
tered, the higher the level. Mathman has problems 
ranging from addition and subtraction to multiplica- 
tion, with numbers from through 99. 

Answers are entered by typing from right to left. 
For example, to type the answer "23," first type in the 
"3" and then the "2." There is no need to push the 
return key; the computer enters the number once the 
last number has been entered. Another thing to note 
is that Mathman gives you only fifteen seconds to 
enter your answer. This means that, if an answer is 
not typed in within fifteen seconds, the computer will 
read the blank as a wrong answer 

One warning: Mathman has no delete feature. Once 
a number is entered, it can't be erased. I hope that 
you enjoy this program and find it useful. D 



1 REM MKMMICKICKXMKKWKKKICKKICKKKIC 

2 REM » MATHMAN « 

3 REM * BY FRANCISCO MONCADA * 

4 REM * ANALOG COMPUTING * 

5 REM KKMKMKMKlCKMmCKICMKKKKlCKKK 

11 H5=25:G0T0 5008 

lee A=INT C11«RND (0) > : B=INT C11«RND CO) ) 

5IGN=1: RETURN 

280 A=INT f 26«RND CO) J : B=INT (26*RND CO) ) 

SIGN=l: RETURN 

250 A=INT (11«RND (8) J : B=INT C10«RND COJ J 

SIGN=3: RETURN 

300 A-INT C51«RND (8) ) : B=INT t51«RND CO) ) 

5IGN=2:IF B>A THEN 380 

385 RETURN 

480 A=INT C214tRND CO) ) : B=INT C21«RND CO) ) : 

5IGH=2:IF B>A THEN 480 

485 RETURN 

450 AB=INTC3«RNDCe)+l) :0N AB G05UB 288 

,250, 308: RETURN 

688 SC0R=SC0R+1:P0KE 87,l:IF 5C0R>99 T 

HEN SCOR=0: POSITION 18,8:? tt6;" " 

610 POSITION 17,0:? tte;SCOR:IF SCOR>HS 

THEN HS=SCOR: POSITION 7,0:? tt6;HS 
620 POKE 87,2 :F0R 50=30 TO 58 STEP 3:K 
3:PEEKC53275) :IF Kr5 THEN 5888 
625 SOUND 0,0,14,8:F0R 1=0 TO 10:NEXT 
I:S0UND 1,S0+5,18,7:P0KE 712,98:IF K=6 

THEN 6000 
630 POSITION 9, 4: POKE 711, PEEK C53778) : 

? «6;" !3E|fia]:":NEXT SO 

640 SOUND 0,0,0,0:SOUND 1, 0,0,0 :POSITI 

ON 9,4:? 116;" 

650 RETURN 

888 POKE 87, 2: FOR 1=8 

8,12,ie:K=PEEKC53279) 

885 POSITION 9,4:? tt6;" 

THEN 5000 
810 NEKT I:POSITION 9,4:? tt6; 
:SOUND e,8,8,e:RETURN 



T8 48:S0UND 8,10 
:IF K=6 THEN 6088 
HR8NG!'<:IF K=5 



PAGE 86 



ANALOG COMPUTING 



ISSUE 22 



leeO GRAPHICS 17:P05=e4:P=PEEKfl6) :IF 
P>127 THEN P=P-128:P0KE 16, P: POKE 5377 
4,P 

1816 BE=PEEK C560J +PEEK C561) »256+4 : F=l 
1920 POKE BE-1,71:P0KE BE+2,7:P0KE BE* 
3, 7: POKE BE+4,7 

1830 FOR 1=5 TO 24: POKE BE+Z,6:NEKT I 
1048 POKE BE*19,65:P0KE BE+20, PEEK 1560 
}:POKE BE+21,PEEK(S61) :POKE S7,2:P0KE 
710,ie:P0KE 711,38:P0KE 712,144 
1845 POSITION 5,0:? tt6;"(!ElmKQ0ni":PO 
SITION 9,1:? tt6;HS:SC=PEEKt88>+256»PEE 
KC89) :GOSUB 1130 

1850 POKE 8 7.1; POSITION 2,5:? ttOj 
': POSITION 4,6:? t»6;"a 



PICK LEVEL 
elect. 



:0=0 



1855 POSITION 2,8:? Uer* 

1": POSITION 4,3:7 116; 

1100 0=0*1: FOR 1=0 TO 7: NEXT I: POKE 70 

8,PEEKC53770J :POKE 709, PEEK C53770J :IF 

0=158 THEN 5000 

1115 IF PEEKC53279)=5 THEN GOSUB 20080 

:G0T0 6800 

1117 IF PEEKC53279J=6 THEN 6088 

1128 GOTO 1100 

1130 RESTORE 1150 

1135 POS=POS*l:REflD M:IF M=-l THEN RET 

URN 

1140 POKE SC*POS,M:FOR 1=0 TO 40:NEXT 

I: GOTO 1135 

1150 DATA 39,97,45,101,0,47,118,37,114 

,-1 

2800 MRONG=HRONG*l:POKE 712,48:P0KE 71 

0,248 

2818 POKE 87,7:0N MRONG GOSUB 2058,286 

8,2878,2088,2890,2188,2110,2128,2138 

2828 RETURN 

2850 COLOR 3:PL0T 9,6:DRAMT0 17,6:PL0T 

18,6:DRAMT0 18,15 
2053 PLOT 8,6:DRAHT0 8,15:DRAHT0 17,15 
:PLOT 12,16:DRAHT0 12, 18: PLOT 14,16:DR 
AUTO 14,18 

2855 GOSUB 808: RETURN 

2860 PLOT 7,18:DRAHT0 19,18:DRAHT0 19, 
29 

2065 DRAHTO 7,29:DRAHT0 7,18:G0SUB 888 
■ RETURN 

2878 PLOT 7,38:DRAHT0 7,40:DRAHT0 10,4 
0:DRAHTO 10,34:DRAHT0 11,34 
2875 PLOT 19,38:DRAUT0 19, 40: DRAHTO 16 
,40: DRAHTO 16, 34: DRAHTO 15,34 
2878 DRAHTO 11,34:G0SUB 8eO:RETURN 
2080 PLOT 4,18:DRAHT0 4,26:DRAHT0 5,26 
: DRAHTO 5,21 

2885 PLOT 6,21:PL0T 4,18:DRAHT0 6,18:P 
LOT 6,27 

2087 GOSUB 800: RETURN 

2098 PLOT 22,18:DRAHT0 22,26:DRAHT0 21 
,26: DRAHTO 21,21 

2895 PLOT 20,21:PL0T 19,18:DRAHT0 21,1 
8;PL0T 20,27 
2897 GOSUB 800: RETURN 

2100 PLOT 5,41:DRAHT0 10,41:PL0T 5,42: 
DRAHTO 10,42 
2185 GOSUB 800: RETURN 

2110 PLOT 16,41:DRAHT0 21,41:PL0T 16,4 
2: DRAHTO 21,42 
2115 GOSUB 880: RETURN 

2128 COLOR 2:PL0T H,8:PL0T 15,8:PL0T 
13,9 

2125 PLOT 12,10:DRAHT0 14,10:PL0T 12,1 
2: DRAHTO 14,12 

2127 PLOT 11,13:PL0T 15,13:G0SUB 800:R 
ETURN 

2130 PLOT 8,4:DRAHTD 13,4:PL0T 7,5:DRA 
WTO 18,5 

2135 PLOT 7,6:DRAHT0 7,11:PL0T 19,6:DR 
AHTO 19, 10: GOSUB 800: RETURN 
5800 GRAPHICS 17: P=PEEK 116) :IF P>127 T 
HEN P=P-128:P0KE 16,P:P0KE 53774, P 
5818 BE=PEEK C560J +PEEK (561}»256 + 4 : SOUH 
D 0,0,e,0:SOUND 1,0,0,0:F=1 
5828 POKE BE-1,71:P0KE BE+3,7:P0KE BE* 

5838 FOR 1=5 TO 24:P0KE BE+I,6 
5040 NEXT I: POKE 710, 10: POKE 711,38 
5050 POKE BE*19,65:P0KE BE*20,PEEK C560 
):P0KE BE+21,PEEKC561J :P0KE 712,144 



5070 POKE 87,2:P0SITI0N 6,0:? t*6;"NaTh 

MaN" 

5080 POSITION 2,2:? lt6;"c0pYrIgHt 1984 

":POSITI0H 2,3:? lt6;"FrAnCiScO MOnCaDa 

■ I 

5890P0KE87,l: POSITION 2,6:? ttei" 
^": POSITION 4,7:? tl6;' 



PICK LEVEL 
elect. 



_ :T0 START GAI 

PUSH Start. 



5100 POSITION 2,9:? ttO;"! 

a-: POSITION 4,10:? tt6i — 



5110 0=0*l:FOR 1=0 TO 7:NEXT I:POKE 70 

8,PEEKC53778> zPOKE 709, PEEK C53770) : IF 

0=158 THEN 1000 

5115 IF PEEKC53279>=5 THEN GOSUB 20088 

:GOTO 6880 

5117 IF PEEK (53279} =6 THEN 6008 

5120 GOTO 5110 

6000 GRAPHICS 23:P0KE 77, :P=PEEK C16) : 

IF P>127 THEN P=P-128:P0KE 16, P: POKE 5 

3774, P 

6002 BE=PEEK C560) *PEEK C561}«256*4 : HRON 

G=0:SCOR=0:POKE 708,12:S0UND e,0,e,e:S 

OUND 1,0,0,0 

6805 POKE BE-1,70:P0KE BE*2,6:F0R 1=3 

TO 7:P0KE BE*I,7:NEXT I:POKE 710,198:P 

OKE 709,44 

6810 POKE 87,1:P0SITI0N 2,0:? tt6;"high 

";HS;" score •';SCOR: POSITION 2,1:? tt 

6;"L=";F 

6812 POKE 87,2:P0SITI0N 5,5:? 116;" 

■I 

6815 POKE 19,0:POKE 2O,0:POKE 712,148: 
IF WR0NG=9 THEN FOR 1=0 TO 208: NEXT I: 
GOTO 1000 

6020 ON F GOSUB 100,400,258,200,380,45 
0:POSITI0N 7,3:? It6;" ":P0SITI0H 7,4: 
? »6;" ": POSITION 7,6:? 116;" 
6825 POSITION 8, 3: IF A>9 THEN POSITION 
7,3 

6027 ? tt6; A: POSITION 8,4:IF B>9 THEN P 
OSITION 7,4 

6028 ? tt6;B:0N SIGN GOTO 6030,6200,630 


6030 PR=A+B: POSITION 5,4:? tt6;CHR$(ll) 

:IF PR>9 THEN 6040 

6035 FOR 1=1 TO 1:G0SUB 6580:NEXT I:PO 

SITION 8,6:? tt6;ANS:G0SUB 6ie0:G0T0 60 

18 

6840 FOR 1=1 TO 2: GOSUB 6500: POSITION 

9-I,6:IF 1=1 THEN AN=ANS:? ne;AN 

6045 NEXT I:POSITIOH 7,6:? lt6;ANS:ANS= 

(ANS»10}*AN: GOSUB 6100: GOTO 6010 

6100 IF ANSOPR then GOSUB 2000: RETURN 

6105 IF ANS=PR THEN GOSUB 600: RETURN 

6200 POSITION 5,4:? tt6;CHR$(13) :PR=A-B 

:IF PR>9 THEN 6210 

6205 FOR 1=1 TO 1: GOSUB 6500: NEXT I:PO 

SITION 8,6:? tt6;ANS:G0SUB 6100:G0T0 60 

10 

6210 FOR 1=1 TO 2: GOSUB 6500 : POSITION 

9-1, 6: IF 1=1 THEN AN=ANS:? 116; AH 

6215 NEXT I:P0SITI0H 7,6:? tt6;AHS:ANS= 

(ANS«10)*AN: GOSUB 6180:6010 6010 

6300 POSITION 5,4:? «6; "X" :PR=A»B : IF P 

R>9 THEN 6310 

6305 FOR 1=1 TO 1: GOSUB 6580: NEXT I:PO 

SITION 8,6:? tt6;ANS:G0SUB 6100:G0T0 60 

10 

6310 FOR 1=1 TO 2: GOSUB 6500 : POSITION 

9-1, 6: IF 1=1 THEN AN=AHS:? tl6;AN 

6315 NEXT I:POSITI0H 7,6:? «6;AHS:ANS= 

CANS«10]*AN: GOSUB 6100:6010 6010 

6500 POKE 764,255 

6505 K=PEEKC53279J:IF PEEKC764}=50 THE 

N ANS=0:RETURN 

6510 IF PEEKC764>=31 THEN ANS=1:RETURN 

6515 IF PEEK<764J=30 THEN ANS=2: RETURN 

6518 IF K=6 THEN POP :G0T0 6000 

6520 IF PEEK (764) =26 THEN ANS=3: RETURN 

6521 IF PEEK (19) =3 AND PEEK(20)>138 TH 
EN POP :GOSUB 2000:G0T0 6010 

6525 IF PEEK(764)=24 THEN ANS=4:RETURH 
6530 IF PEEK (764) =29 THEN ANS=5: RETURN 
6535 IF PEEK (764) =27 THEN ANS=6: RETURN 
6540 IF PEEK(764)=51 THEN ANS=7:RETURN 
6543 IF K=5 THEN POP :GOTO 5000 
6545 IF PEEK (764) =53 THEN ANS=8: RETURN 



6558 IF PEEK €764) =48 THEN AN5=9: RETURN 

6555 GOTO 6505 

19006 END 

20008 POKE 77,0:F=F+l:IF F>6 THEN F=l 

20018 SOUND 0,74*F,14,7:POSITI0N 4,14: 

? tl6 ; " rtgPCTI "{F 

28012 FOR 1=0 TO 7:NEKT I:POKE 788, PEE 

KC53770}:P0KE 709, PEEK t53770J : IF PEEK! 

53279) =5 THEN 20012 

20013 SOUND 0,8,0,0 

28815 IF PEEK (53279) =6 THEN RETURN 

28825 IF PEEKC53279)=5 THEN 28800 

20038 FOR 1=0 TO 7: NEXT I: POKE 708, PEE 

K (53770) : POKE 709, PEEK (53770) : IF PEEK ( 

53279) =5 THEN 20008 

28835 GOTO 20015 



CHECKSUM DATA. 

(see page 43) 

1 DATA 3,97,991,851,11,416,760,787,780 

,476,590,465,592,534,999,8352 

610 DATA 589,654,331,373,616,686,442,9 

13,274,879,506,243,62,699,967,8874 

1850 DATA 663,674,401,848,893,702,179, 

594,460,310,688,288,783,121,638,8234 

2055 DATA 122,206,182,45,468,572,329,9 

19,129,720,204,138,204,120,474,4824 

2115 DATA 121,292,460,595,59,496,992,4 

96,851,898,221,36,628,462,677,7276 

5188 DATA 540,402,856,981,724,118,804, 

481,31,173,543,381,668,443,618,7683 

6838 DATA 830,993,12,109,293,189,790,9 

96,15,112,383,999,18,115,28,5882 

6505 DATA 662,990,999,145,8,928,14,22, 

28,9,133,27,33,771,558,5327 

20008 DATA 676,820,231,568,341,918,221 

,212,3979 



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ISSUE 22 



ANALOG COMPUTING 



PAGE 89 



GYRUSS 

PARKER BROTHERS 

P.O. Box 1012 

Beverly, MA 01915 

8K Cartridge appr. $40.00 retail 

by Tom Hudson 

Gyruss is one of those games I never got around 
to playing at the arcade. Oh, I had seen it, all right, 
but either someone else was playing it, or 1 had blown 
all my quarters on the Tempest machines. 

Interestingly, the thing that originally drew my at- 
tention to Gyruss is the fact that it is somewhat 
similar to Tempest in gameplay. In Tempest, your 
"shooter" is perched on the rim of a tunnel-like struc- 
ture, shooting down at the things climbing up toward 
it. At the end of each round, your shooter flies down 
the tunnel at high speed, onto the next level. 

In Gyruss, you're controlling a spaceship which is 
flying from Neptune to Earth. The ship can move 
in a circular pattern on the screen and fires toward 
the center of the screen. This aspect of the program 
is primarily what reminds me of Tempest. 

The opposition. 

Flying from Neptune to Earth in Gyruss is no pic- 
nic. The intervening space is crowded with several 
types of enemy spacecraft. You must destroy as many 
as possible in order to reach Earth safely. 

The first type of spacecraft is the enemy plane. 
These are high speed attack vehicles which fly in 
several different formations. They may appear from 
far out in front of you or they can launch a surprise 
attack and come screaming past you from behind. 
These ships can shoot missiles at you, but they don't 
stop there. If they get half a chance, they'll fly them- 
selves into you! 

There are also "molecular satellites," so named be- 
cause they look like giant molecules. These appear 
in threes, fly in formation and shoot missiles at you. 
If you can destroy the middle satellite, you fire dou- 
ble bullets. 

The third type of spacecraft is the electromagnetic 
wave satellite. These come in pairs, shooting a dead- 
ly wave of energy between them. As if these enemy 
spacecraft weren't enough danger, there are also mete- 
ors coming from out of the distance, which you must 
avoid, too. 

A breather. 

Each time you destroy a wave of enemy spacecraft, 
your vessel "warps" through space, getting closer and 
closer to Earth. On your way there, you pass the outer 
planets: Neptune, Uranus, Saturn, Jupiter and Mars. 
Each time you reach a planet, you play a "chance 
stage." 

In these stages, you get a chance to destroy enemy 
ships for bonus points — without them shooting back! 




You can rack up over 10,000 points during the chance 
stage, so shooting skill is a definite plus here. 

You are awarded a bonus ship at 60,000 points, and 
every 100,000 points after that. Apparently there is 
no limit to the number of ships you can accumulate. 

The final judgment. 

If you like Atari's arcade hit. Tempest, I think you'll 
enjoy Gyruss. I'm not afraid to admit that I like shoot- 
'em-ups, and this one's a lot of fun and very chal- 
lenging. 




Gyruss. 

Lately, Gyruss has become a lunchtime staple in 
the ANALOG programming office. Kyle Peacock, 
Charles Bachand and I have been competing for high 
scores (Charlie even bought a rapid-fire joystick adap- 
ter to give him a speed-shooting edge). So far, we've 
all reached Mars, but nobody has made it to Earth. 
The action really speeds up after Mars, and we've all 
been wiped out by kamikaze aliens! 

We've been playing Gyruss so much that I think 
the rest of the ANALOG staff is going to go crazy 
listening to Bach's Toccata and Fugue in D Minor, the 
music played during the game. Well, they'd better get 
used to it. I have the feeling they're going to be hear- 
ing it for some time to come. D 



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JOYSTICK $16,75 

RED BALL 818,75 

BOSS JOYSTICK $12,75 

TRACK BALL $32,75 

12 FT EXT CORD S6,95 

Tl ADAPTER $9.95 

APPLE ANALOG $34.75 

IBM-PC ANALOG $34.7 5 



MIC ROB IT 1000c $129.00 

CAT $144.00 

D-CAT $155.00 

J-CAT $1 15 00 

APPLE CAT II $279 00 

21 2 APPLE CAT $589.00 



ATARI 

8OOXL CALL 

1450XL CALL 

1050 DRIVE $299.00 

1027 PRINTER CALL 

1025 PRINTER $299 00 

1020 PRINTER $21900 

1010 RECORDER $74 00 



COMPUTER 
CARE 

BIB 



DISK DRIVE CLEANER 
COMPUTER CARE KIT 



$12.75 
$19 75 



NORTRONICS 

DISK DRIVE CLEANER 
WITH SOFTWARE FOR 
IBM-PC. ATARI. VIC. 

APPLE, i Tl $29.75 

DISK CLEANER REFILLS ,..$14.75 
CASS DRIVE CLEANER $9.95 
MEDIA BULK ERASER ...$46.75 



MONITORS 

SAKATA COLOR $249.00 

TAXANGREEN $119.00 

TAXAN AMBER $129.00 

TAXAN RGB 

COMPOSITE $289.00 

ZENITH AMBER $105 00 

ZENITH GREEN $88.00 

GORILLA GREEN $88.00 

GORILLA AMBER $95 00 

NEC JB1260 $99.00 

NEC JB1205 $145.00 

NEC JB1215 COLOR $269 00 

AMDEK GREEN $145.00 

AMDEK AMBER $149.00 

AMDEK COLOR 1 . . $289 00 



ATARI 

PACMAN $29.75 

DONKEY KONG $29.75 

DIG DUG $29.75 

DEFENDER $29.75 

CENTIPEDE $29.75 

DEADLINE $34.75 

ENCHANTER $34.75 

INFIDEL $34.75 

PLANETFALL $34.75 

STAR CROSS $34.75 

SUSPENDED $34.75 

WITNESS $34.75 

ZORK I $34.75 

ZORK II $34.75 

ZORK III $34.75 



BUSINESS 

VISICALC $159.75 

LETTER PERFECT $89.75 

LETTER PERFECT R $89.75 

DATA PERFECT $89.75 

FILE MANAGER $69.75 

HOME FILE MGR $69.75 

BOOKKEEPER $19.75 

C.R.I.S $1 19.75 

TEXT WIZZARD $34.75 

SPELL WIZZARD $34.75 | 

SPINNAKER 

STORY MACHINE R $26.75 I 

FACE MAKER R $24.75 

KINDEROMP R $20.75 

FRACTION FEVER R $24.75 

DELTA DRAWING R $26.75 | 

PARKER BROTHERS 

TUTANKHAM R $33 75 I 

SUPER COBRA R $33.75 | 

ASTRO CHASE R $33.75 

FROGGER R $33.75 

Q BERT R $33.75 

POPEYE R $33.75 

RISKR $42.75 

CHESS R $42 75 




DISK DRIVES PERCOM 

AT8851 $249,001 

AT8851PD $299.00| 

ADD-ON DRIVES CALL I 

AT 88 DOUBLER $11 9.00 | 

TRACK DRIVES 

AT-D2 $329.00 

AT-D2 TURBO PAK $22.95 

AT-DH CALL 

PRINTER CABLE $22.95 

INNOVATIVE 
CONCEPTS 

FLIP-N-FILE 10 $3.75 

FLIP-N-FILE 15 $8.95 

FLIP-N-FILE 25 $18.95 

FLIP-N-FILE 50 $17.75 

FLIP-N-FILE(Rom Holder). . . $1 7.75 



RANA 1 000 
INDUS GT.. 



.$299 
.$315 



CONCORD 



ATARI 176K MASTER 
ATARI 348K MASTER. 



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TO ORDER 



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Card or Visa DEALER INQUIRIES INVITED 



CIRCLE #135 ON READER SERVICE CARD 



ISSUE 22 



ANALOG COMPUTING 



PAGE 91 





The 
Reading 



Program 




16K Cassette or 24K Disk 



by Ed Rybczyk 



Reading comprehension can be improved through 
drill and practice, especially for primary grade school 
children. The computer, when matched with appro- 
priate software, can be used for this purpose. Rein- 
forcement to correct responses can be immediate, with 
sound added to include another sensory reinforcer. 

One of the problems with programs on the market 
is their inability to alter the program, once the ini- 
tial routines are learned. The Reading Program is 
designed to be altered by simply changing the DATA 
statements. 

Be creative. 

We, as parents, often make up short stories for our 
children and then ask questions to check for under- 
standing. Place those stories and questions in the 
DATA statements, and your children can enjoy them 
again and again. 

After the opening screen and music, the instruc- 
tion screen is shown. Next the short story screen 
comes up and remains in place until RETURN is 
pressed. This allows the child to take whatever time 
is necessary for reading. 

The screen wipes clean, and the first question is 
shown in the text window. If the response is correct, 
the next question is shown. However, if the response 



is incorrect, the story is shown again, and the ques- 
tion repeated. After a third incorrect answer, the cor- 
rect answer is shown. Correct responses are rewarded 
with a musical salute. There is no scoring routine in 
this program, but one could be added by placing a 
counter in the musical salute and adding a screen be- 
fore the closing routine. The BREAK key is turned 
off during the main loop to prevent accidental inter- 
ruption. 

A bit of caution is necessary about placing your 
short story in the DATA statements. Exactly eight 
DATA lines are needed for correct program operation, 
and no single DATA line can be more than nineteen 
characters long. If less than eight DATA lines are 
necessary to tell the story, fill the remainder of the 
eight with blank DATA statements. Immediately af- 
ter the eighth DATA statement, place your question, 
followed by a comma and then the correct response. 
You can ask as many or few questions as you desire. 
The questions and answers should not be more than 
35 characters. However, the last question must be fol- 
lowed by DATA NONE,|vIONE. This statement is 
used as a flag for the next i story decision loop. Leave 
the Line 9999 DATA statement as is. This statement 
is the flag for the OUT OF DATA routine. This 
should be the last line in your program. 



PAGE 92 



ANALOG COMPUTING 



ISSUE 22 





Program routines. 


Line 


Function 


2 '60 


Opening graphics 


65 ' 80 


Opening music 


85 ' 99 


Instruction screen 


100 ' 200 


Main routine 


210 ' 220 


Next story decision loop 


600 - 610 


Musical salute 


800 - 810 


Out of data screen 


820 


Closing graphics 


915 ' 929 


Closing music 


1000 ' 1070 


Story #1 


1080 ' 1120 


Questions for story #1 


1130 


Decision flag 


1140 - 1210 


Story #2 


1220 ' 1260 


Questions for story #2 


1270 


Next story decision flag 


1280 - 1350 


Story #3 


1360 ' 1400 


Questions for story #3 


1410 


Next story decision flag 


9999 


Out of data flag 



Feel free to alter and modify the program to suit 
your needs. D 



BASIC listing. 

1 RF.M THE REftOING PROGRAM 

2 REM BY ED RYBCZYK 

3 REM ANALOG COMPUTIMG 

4 DIM P^tlJ 

5 FOR G=23 TO 18 5TEP -1 
10 GRAPHIC'S G 

20 POSITIOM 6,3:? n6;"welcoMe" 

25 FOR L=l TO 20:I1EXT L 

30 P05ITI0M 8,5:? tt6;"t0" 

35 FOR L-1 TO 28:HEXT L 

40 POSITION 4,7:? tt6;"'THE READING" 

45 FOR Lrl TO 20: NEXT L 

50 POSITION 6,^:? «6; "PROGRAM" 

55 FOR L-l TO 20: NEXT L 

60 NEXT G 

65 FOR N0TE=1 TO 16: READ P,D: SOUND 0,P 

,18,10:F0R M=l TO D/l.5;NEXT M:NEXT NO 

TE:REM P=PITCH,D=DURATION 

78 DATA 121,240,81,480,91,60,56,60,188 

, 60 , 60 , 240 , 81 , 488 , 91 , 68 , 96 , 60 

75 DATA 108,120,68,240,81,480,91,60,96 

,60,91,60,108,728 

80 S8UND 8,8,0,0 

85 GRAPHICS 1:SETC0L0R 4 , 12, :SETCOLOR 
2,12,8 

86 POSITION 1,4:? «6;"V0U HEAD THE STO 
RY.":P0SITI0N 1,8:? tt6;"i"H ask quest 
ions." 

98 POSITION 1,12:? «6;"Y0U TYPE ONE WO 
RD ANSWERS ." 

95 ? "PRESS laMDEE WHEN READY .": INPUT 
P$ 

99 RESTORE 1088 

180 DIM A5C20J ,BSC20} .CS<20},D5<20J,ES 
C28> ,FSt28} ,651283 ,HSit2e> ,«UES5t40) , AN 
S5(18J ,AN5(10J ,AA5C1) 
118 GRAPHICS llSETCOLOR 2 , 8, 8 : SETCOLOR 

4,8,0:ED=0 
112 POKE 16,112:P0KE 53774,112 
120 READ A5,B5,CS,D5,ES,FS,GS,HS 
124 IF AS="END" then 800 
130 POSITION 1,1:? «6;a5: POSITION 1,3: 
? «6;8S: POSITION 1,5:? «t6;c5: POSITION 
1,7:? «6;D5 



148 POSITION 1,9:? tl6;E$: POSITION 1,11 
:? 116 ;F5: POSITION 1,13:? fl6;G5:P0SITI0 

N 1,15:? tt6;H$ 

144 ? "READ THE STORY AND PRESS l:l^ill:i:i 

":? "WHEN READY TO ANSWER QUESTIONS.": 

INPUT AA5 

150 READ QUES$,ANS5:ED=0 

152 IF «UESS="NONE" THEN 210 

168 ED=ED+1 

162 IF ED=1 THEN GRAPHICS 1: SETCOLOR 2 

,8,0:SETC0L0R 4,8,8 

164 IF ED=2 THEN POSITION 1,1:? tt6;A5: 

POSITION 1,3:? tt6; 85: POSITION 1,5:? »6 

;C5: POSITION 1,7:? 116 ;D5 

166 IF ED=2 THEN POSITION 1,9:? «6;E5: 

POSITION 1,11:? tt6;F5: POSITION 1,13:? 

«6;G5:P0SITI0N 1,15:? tt6;H5 

168 IF £D=4 THEN ? :? "THE CORRE CT ANS 

WER IS ";ANS5:? :? "PRESS (3111133 WHEN 

READY"; :INPUT AA5:G0T0 150 

170 ? :? QUES5:: INPUT AN5 

190 IF AN5=ANS5 THEN ? "YOU'RE RIGHT M 

!":GOSUB 600: GOTO 150 

280 IF AN50ANS5 THEN ? "NO, THAT'S NO 

T CORRECT.":? "READ THE STORY AGAIN.": 

GOTO 160 

218 ? :? :? :? "DO YOU WANT ANOTHER ST 

OHY"; :INPUT P$ 

212 IF P5="Y" THEN 110 

214 IF P5="H" then 828 

220 IF P5<>"Y" AND P5<>"N" THEN 210 

688 SOUND 0,121, 10, lOlSOUND 1,96,10,10 

:SOUND 2,81,10,10:S0UND 3,60 , 10, 10 : FOR 

X=l TO 500: NEXT X 
610 FOR J=0 TO 3:S0UND J,0,e,e:NEXT J: 
RETURN 

888 GRAPHICS 1+16 :SETCOLOR 4,3,0:P0SIT 
ION 5,4:? tl6;"I'M SORRY!" 



(Listing continued on next page.) 



^ 



^ 



ATTENTION SMALL BUSINESS OWNERS 

Introducing 

THE INVOICER 

By 
MiccaSoft 

Don't pay $200 or more for a comparable package. THE 
INVOICER is designed for the small business that is on 
its way up. It is for the business person who wants a 
faster and easier way of invoicing orders at a reasonable 
cost. It is so easy to use that anyone can print an 
invoice. 

THE INVOICER uses preprinted invoices. It includes 
features such as optional letterhead formatting, auto- 
feeding, automatic tax calculation, automatic totaling 
and summary totals. 

THE INVOICER is available for the Commodore, ATARI, 
PC and PC Jr. The program requires 48K and a Disk 
Drive. 



$39.95 



Dealer Inquiries Welcome 
VISA, MC, Check or Money Order 
Please specify type of computer. 



^ 



MiccaSoft 

406 Windsor 

New Braunfeis, TX 78130 

(512)629-4341 



CIRCLE #132 ON READER SERVICE CARD 



ISSUE 22 



ANALOG COMPUTING 



PAGE 93 



8ie POSITION 4,8:? we; "I DOH'T KNOM":P 
05ITI0H 2,12:? tt6;"ANY MORE 5T0RIE3.": 
FOR X=l TO 1500:NEKT H 

820 ? »6;"H": POSITION 5,16:? tl6;"BYE B 
YE I I " 

915 RESTORE 927 

916 REftD DURATION :IF DURATI0N=-1 THEN 
GRAPHICS OlEND 

917 DURATI0N = INT(I>URATI0N«3e) 

918 READ PITCH: IF PITCH^O THEN 920 

919 PITCH=PITCH»3 

920 SOUND 0, PITCH, 10, 8 

921 SOUND 1,PITCH+1,10,8 

922 FOR U=l TO DURATION : NEXT M 

923 SOUND 0,0,0,0 

924 SOUND 1,0,0,0 

925 FOR H=l TO 3: NEXT M 

926 GOTO 916 

927 DATA 2,47,2,60,1,81,3,60,2,47,2,60 
,1,53,3,53,2,47,2,60,1,45,2,45,1,45 

928 DATA 1,47,1,47,1,53,1,53,3,60,1,8, 
1.5,47, .5,53,1,60,1,53,1,47,1,47,2,47, 
1,53,1,53,2,53 

929 DATA 1 , 47, 1, 40, 2, 40, 1 . 5, 47, . 5, 53, 1 
,60,1,53,1,47,1,47,2,47,1,53,1,53,1,47 
,1,53,3,60,1,0,-1 

1000 DATA BILL AND MARY HENT 

1010 DATA TO THE STORE TO BUY 

1020 DATA APPLES. THEIR DOG 

1030 DATA KING HENT ALONG. 

1640 DATA THEIR MOTHER MANTED 

1850 DATA TO BAKE A PIE. BILL 

1060 DATA LIKED APPLE PIE BUT 

1070 DATA MARY DID NOT. 

1080 DATA NHAT IS THE DOG'S NAME, KING 

1090 DATA WHERE DID BILL AND MARY GO,S 

TORE 

1100 DATA MHAT DID BILL AND MARY BUY, A 

PPLES 

1110 DATA WHO DID NOT LIKE APPLE PIE,M 

ARY 

1120 DATA WHO WENT WITH BILL AND MARY, 

KING 

1130 DATA NONE, NONE 

1140 DATA THE CIRCUS CAME TO 

1150 DATA TOWN. DAD AND ADAM 

1160 DATA WENT TO THE CIRCUS. 

1170 DATA ADAM LIKED THE LION 

1180 DATA BUT WAS AFRAID OF 

1190 DATA THE BEARS. ADAM ATE 

1200 DATA CANDY. THEY HAD FUN 

1210 DATA THAT SUMMER DAY. 



1220 DATA 
1230 DATA 
RCUS,DAD 
1240 DATA 
S 

1250 DATA 
1260 DATA 
1270 DATA 
1280 DATA 
1290 DATA 
1300 DATA 
1310 DATA 
1320 DATA 
1330 DATA 
1340 DATA 
1350 DATA 
1360 DATA 
CER 

1370 DATA 
1380 DATA 
STRIKER 
1390 DATA 
S, PARTY 
1400 DATA 
1410 DATA 
9999 DATA 



WHAT CAME TO TOWN, CIRCUS 
WHO WENT WITH ADAM TO THE CI 

WHAT WAS ADAM AFRAID OF, BEAR 

WHAT DID ADAM LIKE, LION 

WHAT DID ADAM EAT, CANDY 

NONE, NONE 

KURT'S SOCCER TEAM 

IS THE WILDCATS, 

HIS POSITION IS 

STRIKER. THE TEAM 

BEAT THE LIONS 2-0. 

BRETT SCORED BOTH 

GOALS. THEY HAD A 

PARTY AFTERWARDS. 

WHAT SPORT DID KURT PLAY,SOC 

WHO SCORED THE GOALS, BRETT 
WHAT POSITION DID KURT PLAY, 

WHAT DID THEY HAUE AFTERWARD 

WHO DID THEY BEAT, LIONS 

NONE, NONE 

END, A, A, A, A, A, A, A 



CHECKSUM DATA. 

(see page 4i) 

1 DATA 874,89,465,361,972,198,585,966, 

638,968,667,970,130,972,380,9235 

65 DATA 83,119,29,281,995,670,63,331,1 

39,76,597,719,464,41,707,5314 

140 DATA 35,368,293,739,432.381,238,73 

0,888,538,288,558,77,801,814,7180 

220 DATA 197,380,931,83,408,298,222,21 

9,2,746,404,148,161,242,94,4535 

924 DATA 98,75,736,709,211,452,91,815, 

762,453.947,688,843,88,207,7175 

1090 DATA 616,163,592,719,861,950,894, 

977,912,637,692,700,551,818,333,10415 

1240 DATA 324,525,493,868,86,401,603,7 

18 , 694 , 770 , 471 , 863 , 812 , 976 , 527 , 9131 

1390 DATA 408,494,868,367,213? 




USE MODEMS & RS-232 PERIPHERALS 
DIRECTLY WITH YOUR ATARI! 



R-Verter 



SERIAL BUS MODEM ADAPTOR 



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Melbourne, Fl. 32902 
(305) 676-1275 



CIRCLE #133 ON READER SERVICE CARD 



If you are j^erious about personal finance... 



Budget Forecast- 26 expense categories 
Check Entry- easy data entry- scan & modify 
26 major & 36 sub-categories -information blocit 
Check Search-single or multiple parameters- 
(up to seven) to search entries 
Tabulations- detailed expense vs. budget 
comparisons by month, year-to-date, category 
Bar Graphs- screen displays in graph form 
expenses vs. budget- by month or category- 
printing with graphic capable printers 
Check Reconciliation -fast clearing of resident 
checks & deposits, complete summary report 
Checkwriter- prints your custom checks 
Printouts- most popular printers 
Multi-Colored Graphics • Audio Enhancements 
7 Utility Programs • User- Friendly Operation 
Easy To Use instruction Manual • Audit Report 
Handsome Tinted Plastic Storage Case 

COMPUTE! 

Ihe leading Mogcntne Of Home, Educational. And Recreational Compating 

In a feature editorial. 

"If you want to use a finance system, but 
don't want to spend several days trying to 
learn how to use one, then A Financial 
Wizard by Computari may be just what 
you need." 

"The illustrated manual that comes with 
this program is clear, direct, and very 
thorough." 

"It appears that this finance system was 
designed to achieve the best and most 
comfortable working relationship between 
the user and the program." 

"The check entry routine is the most 
attractive feature of this finance system. 
Data prompts are very clear and the cate- 
gory item names are displayed at all times 
during data entry for your convenience." 

"The file search capabilities of this 
program are superior. You are offered 
seven ways to look up the checks." 

"The system is disk intensive. All data is 
saved automatically and immediately 
following all routines that either enter data 
or modify it." 

"Scanning your entries is made possible 
by pressing START. You can see records 
very quickly this way." 

"This is an excellent finance system- 
entertaining, accurate, and fun to use." 

Computari's 

A Financial Wizard 1.5 
The logical choice. 

The system is designed for Atari computers having a minimum of 32K 
and operating from a disk drive. The cost is only $59.95 plus $3 for 
handling/postage. 

If your dealer does not have A Financial Wizard . . . Telephone orders 
are accepted on Mastercharge or Visa credit cards. Mail order must be 
accompanied by check or money-order or credit card #. 




K^ B m K^ ^^:j^^J ^^Ji '>*'^'^'^l'^ '^ ATARI COMPUTER OWNERS 



Analog Magazine in a 
comprehensive study of 
personal finance systems 
for Atari ^computers. 

"A Financial Wizard from Computari is by 
far the best of these programs and will be the 
standard of comparison for the others." 

"The check entry mode is easy to use. . . " 

"The way a Financial Wizard handles your 
tabulations is excellent. You can chart your 
actual expenses vs. your budget by month, by 
category or year to date." 

". . .where it really outshines the rest is in the 
check reconciliation." 

"In effect it gives you your bank statement on 
the screen, a complete list by month of all 
your checks and deposits." 

"A Financial Wizard has one disk that does 
everything. . ." 

"Graphics, while really not a factor in the 
quality of programs of this type, do make 
your budgeting chores a little more pleasant. 
Again A Financial Wizard comes out on top." 

"Everything about this program is excellent. . ." 



Anile 

W^^W Ti,r ATARI R,-,„u„r 



In a Report from Antic. 

"Like most Atarians, I am captivated by 
the graphic, color and sound capabilities 
of my machine. Nothing quite discourages 
me more than to boot up an applications 
program (pergonal, business, etc.) and to 
be presented with the standard graphic 'o' 
white characters on a blue screen. 

Of course the usefulness and effectiveness of 
a program is of primary importance. How- 
ever, enhancing the dullest of applications 
programs with some of Atari's charms, is a 
great asset. A Financial Wizard, a personal 
finance program by Computari's Bill 
McLachlan, is an excellent example of an 
applications program that integrates many 
of the Atari's features into a well conceived 
and executed program." 

"The use of color and sound in the data 
input prompts and error checking routines 
are so well done that it's quite simple to 
boot up the disk, follow along with the 
very clear documentation, and be 'up and 
running' in short order." 

"I give A Financial Wizard high marks in 
ease of use, documentation and perfor- 
mance. If a disk-based home finance 
package is in your future. The Wizard 
should gel serious consideration." 



Dealer inquiries invited, 
"trademark of Atari Inc. 
CIRCLE #134 ON READER SERVICE CARD 



OK residents ad 4% Tax. 



Exclusively thru 



nni I inic 
ui\i I- mi I- 



COMPUTER CENTERS of OKC "• 



(405)751-7925 



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n CHECK ENCLOSED □ VISA D MASTERCHARGE 

NAME (Print) 

Address 

City 

State 

Card # 



Zip. 



Exp.. 



Signature. 



ISSUE 22 



ANALOG COMPUTING 



PAGE 95 



Do you subscribe to ANALOG 
Computing on disk or cassette? 



... if not, then 
you should. 

Since issue 1, 
ANALOGS 

cassette 
and disk 
subscriptions 
have eliminated 
the need for you 
to spend hours 
typing in 
programs from 
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All of the 
programs in the 
magazine are on 
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disk, $130.00; 
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ANALOG COMPUTING 
Issue #22 




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send check or money order to: 

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PAGE 96 



ANALOG COMPUTING 



ISSUE 22 



INDEX TO ADVERTISERS 



133 Advanced Interface 93 

122 Allen Macroware 58 

110 ALOG Computing 30 

153 ANALOG Publishing 90, IBC 

123 Astra Systenns 58 

101 Atari Inc IPC 

103 Axion 8 

117 C.A.P Software 32 

120 CDY Consulting 54 

112 Computability 33 

134 Computari 94 

104 Connputer Creations 12 

136 Computer Games Plus 5 

140 Computer Image 70 

131 Computer Palace 88 

109 Datasoft 24 

108 Eastern House 20 

121 Eclipse 56 

116 Future Tech 46 

125 Happy Computing 35 

p 

This index is an additional service. While every effort is made to provide a complete 



READER 
SERVICE # 



ADVERTISER 



PAGE# 



102 Infocom 2 

129 Lateral Software 84 

137 Lotsa Bytes 6 

135 Lyco 90 

132 Micca Enterprises 92 

147 Mighty Byte/Spartan 64 

106 Miles Computing 17 

141 New Horizon Software 71 

107 Non-Standard Magic 20 

130 PC Gallery 87 

105 Programmers Workshop 16 

113 RAM Computer Center 38 

114 Sar-An 40 

117 Soft Sectre 51 

118 Southern Software 51 

119 Superware 6, 51 

127 Tiny Tek 76 

127 Walling Co 76 

128 Wedgwood Rental 78 

115 Xlent Software 46 

and accurate listing, the publisher cannot be responsible for inadvertent errors. 







Maniac! 



Stuntman 



Fill 'Er Up 




<& 



''Jt *<5 ^ 



" 1 fl: 33 I e 

Dino Battle 




■X Pttvs xa 

■X T pfivs as 
PAYS se 
* « * PAY} 7e 
4 I- * PftYS »e 

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HIK BARS PAYS 188 
S B S PAYS 258 
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"ML: 



'Y-j|riiiM= 

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3'D Graphs 



Sphere Demo 




I. - 5rT5 PCM SIZE TO LODGE 
M " >CT5 PCM SIZE TO HF.DIUH 
•i %€!% PCM SIZE TO t.MOl I, 

r '.CT5 PCM TO CRftSt MClDf 

SETS PCM TO DRAH Mfl&f 
MrLP... LISTS THE COMt 
STARTIMf. POIMT FOR Fl^. 
■/ EHDIMf. POTMT FOR FILt 

F FILLS THE «REft HJTH COLOR 

r. CHAMbES BACK&RaUMD COLOR 

I CHONGCS BACKbROUHD ZNTFM^ITV 

R - CHANCES PCM BRICHTMCSS 

CLCAR< - CLEARS THE 5CRECM 

CTBt-L - LOADS PICTURE FROM lAPC 

CTRL-5 - SAVES PICTURE TO TAPE 

CTRL-M - EMITS PROGRAM 




Leprechawa King 



Sketch Pad 



Harvey Wallbanger 



':'■. -m 



From the editors of 
A.N.A.L.O.G. Computing 



FI^FILDG 



COMPENDIUM 



The best ATARI® Home Computer Programs from the first ten issues of A.N.A.L.O.G. Computing Magazine. 






m ATARI< 




The ANALOG Compendium is available at selected book and computer stores; or you can order it direct. Send 
a chieck or money order for $14.95 + $2 shipping and handling to: ANALOG Compendium, P. O. Box 615, Holmes 
PA 19043 

Or you can order by phone with MasterCard or VISA. Call toll free: 1-800-345-8112 (in PA call 
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